Mega Man Unlimited is a fan-game by MegaPhilX. Music is provided by Kevvviiinnn, ThunderThouin and MegaPhilX. Direction, Art and Game Design is by MegaPhilX and Programming is by Jean-Simon Brochu, Gabriel LeBlanc, Jocelyn Perreault.

The game follows the classic Mega Man series. It mimics the 8-bit NES Mega Man games gameplay and overall design. It is similar to Mega Man 9 in design philosophy and of course, inspired by CAPCOM.

The story of this game follows after any of the latest Mega Man games CAPCOM may produce.

In the year 20XX AD,

Dr Wily’s robots are rampaging through the world once again but the evil scientist shows up and confesses to Dr light that he didn’t want his robots to go berserk and has no clue why this is happening. Maybe he is not so evil after all...

Working with Dr Wily, Dr light finds out that a mysterious force is controlling Wily’s robots. But before having the time to think twice, a mysterious robot fires a shot at Mega Man and in a flash, kidnaps Dr Wily and teleports away.

MegaMan sets out to battle Wily’s creations once again, hoping to find out the truth about this mystery...

The game should use any PC controller as well as the keyboard if the user doesn’t have a controller.

- Run – Press LEFT or RIGHT on the directional pad.- Jump – Press the JUMP button.- Fire Mega Buster – Press the ATTACK button. (Up to 3 shots on-screen at once.)- Slide – Hold DOWN on the directional pad + Press the JUMP button.- Charge Mega Buster - Hold down the ATTACK Button to charge up the Mega Buster and release to shoot. (Unlocked by beating the game once and entering a cheat at the title screen.)

The game avoids including the charge shot feature from the beginning to remain true to the early Mega Man games and force the player to use his weapons in a clever way. The charge shot makes many special weapons useless since it is so powerful.

- http://www.gamingnexus.com/FullNews/Mega-Man-Unlimited-one-step-closer-to-reality/Item25634.aspx (http://www.gamingnexus.com/FullNews/Mega-Man-Unlimited-one-step-closer-to-reality/Item25634.aspx) (Update from Jeremy Duff of gamingnexus.com whom MegaPhil met at Captivate 2010!)- http://www.rockmancorner.com/2012/02/mega-man-unlimited-trailer-debuts.html (http://www.rockmancorner.com/2012/02/mega-man-unlimited-trailer-debuts.html) (Protodude's Rockman Corner Coverage.)- http://www.destructoid.com/mega-man-unlimited-may-be-the-best-mega-man-fan-game-ever-222459.phtml (http://www.destructoid.com/mega-man-unlimited-may-be-the-best-mega-man-fan-game-ever-222459.phtml) (Article on Destructoid.)- http://www.screwattack.com/mega-man-unlimited-game-you-are-looking (http://www.screwattack.com/mega-man-unlimited-game-you-are-looking) (Article on Screwattack.com.)- http://www.themmnetwork.com/2012/02/22/to-infinity-and-beyond-megaphilx-reveals-mega-man-unlimited-fan-game-trailer/ (http://www.themmnetwork.com/2012/02/22/to-infinity-and-beyond-megaphilx-reveals-mega-man-unlimited-fan-game-trailer/)(Article on the Mega Man Network.)- http://www.youtube.com/watch?v=2GR-f0PJ4TE (http://www.youtube.com/watch?v=2GR-f0PJ4TE) (Trailer review on MainEventTV At around 29:10.)- http://megaman.capcom.com/10/ (http://megaman.capcom.com/10/) (The Official Mega Man 10 Website, infamous for using artwork and sprites from MMU on their pages by mistake.)- http://megaman.wikia.com/wiki/Mega_Man_Unlimited (http://megaman.wikia.com/wiki/Mega_Man_Unlimited) (The fangame was honoured with an article on the Mega Man Wiki!)- http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MegaManUnlimited (http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MegaManUnlimited) (Could never hope to escape the TVTropes Phenomenum!)- http://tvtropes.org/pmwiki/pmwiki.php/YMMV/MegaManUnlimited (http://tvtropes.org/pmwiki/pmwiki.php/YMMV/MegaManUnlimited) (The mileage that might vary with some people.)

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(Update: 16/06/2012)ORIGINAL ARTWORK.

Here are all the Robot Masters in all their 8-bit Sprite Glory. However, I'm hearing rumours that Tank Man has been completed changed. We'll catch a glimpse of his new design soon when Phil releases new artwork of him on his Facebook and Deviantart pages soon.

Here's the original artwork and line-up, featuring the now demoted Hammer Man.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Mega_Man_10_Old_Robot_Masters.png)The Original image can be found here: http://megaphilx.deviantart.com/art/MMUnlimited-Old-Robot-Masters-100812467

Here is Comet Woman's first official picture.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Comet_Woman_Design.png)The Original image can be found here: http://megaphilx.deviantart.com/art/MMU-New-Comer-CometWoman-125970839

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DATA CARDS.

Here are each Robot Master's full art Data Cards.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Jet_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/JetMan-Data-Card-144526966

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Tank_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/TankMan-Data-Card-146369853

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Nail_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/NailMan-Data-Card-134868238

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Trinitro_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/TrinitroMan-Data-Card-132623855

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Yoku_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/YokuMan-Data-Card-142442257

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Glue_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/GlueMan-Data-Card-136516901

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Rainbow_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/RainbowMan-Data-Card-132378104

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Comet_Woman_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/CometWoman-Data-Card-136159134

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Yo_Yo_Man_Data_Card.png)The Original image can be found here: http://megaphilx.deviantart.com/art/Yo-YoMan-Data-Card-143111557

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NEW ARTWORK.

Here is the latest artwork of the Robot Master's and their corresponding Silouette from the Trailer that matches it.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Jet_Man_Silouette.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Jet_Man_Art.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/JetMan-308506438

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Tank_Man_Silouette.png)Tank Man's Artwork has yet to be released.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Nail_Man_Silouette.png)Nail Man's Artwork has yet to be released.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Trinitro_Man_Silouette.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Trinitro_Man_Art.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/TrinitroMan-306826169

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Yoku_Man_Silouette.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Yoku_Man_Art.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/YokuMan-302712231

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Glue_Man_Silouette.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Glue_Man_Art.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/GlueMan-307300159

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Rainbow_Man_Silouette.png)Rainbow Man's Artwork has yet to be released.

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Comet_Woman_Silouette.png) (http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Comet_Woman_Art.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/Comet-Woman-293295428

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Yo_Yo_Man_Silouette.png)Yo-Yo Man's Artwork has yet to be released.

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ROBOT MASTER WEAPONS.

Here is the artwork for Mega Man's array of weapons in Mega Man Unlimited. (I'll update as more pics surface.)

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Jet_Missile_Weapon.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Jet-Missile-308506315

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Nitro_Blast_Weapon.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Nitro-Blast-306825704

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Yoku_Attack_Weapon.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Yoku-Attack-302711941

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Glue_Shot_Weapon.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Glue-Shot-307299943

(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_Unlimited/Comet_Dash_Weapon.png)The Original artwork can be found here: http://megaphilx.deviantart.com/art/Weapon-Comet-Dash-293295029

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SCREENSHOTS.The Original high quality versions of these screenshots can be found in MegaPhil's Facebook page: Here. (http://www.facebook.com/media/set/?set=a.114335308654040.27951.114325318655039&type=3)

There will definately be an official soundtrack released sometime around the time MMU is finished, but for now, here are some of the tracks found on Youtube by the game's various song artists. Be aware that some of these tracks may have altered since these early versions or changed completely.

INTRO.

The Tracks from the Intro include:- City, Work Together and Crisis. The old versions of these tunes can still be heard in Phils old "Mega Man Unlimited - Story Intro" Video.http://www.youtube.com/watch?v=6A_fteUvsgw

TITLE.

- The Title Track has changed many times during the course of the last 5 years. This is the latest version shown online. But is not the final version, to be sure. ;)http://www.youtube.com/watch?v=PZ_-nrTJ3ME(However, there is a sneak peek at the new Title theme in the last few seconds of the new Trailer. From 1:49 onwards.)

STAGE SELECT, TANK MAN, BOSS THEME, WEAPON GET.

- The Old Stage Select Theme can be found in this video. Tank Man's original Theme, The Boss Theme and the Weapon Get theme can also be found here.http://www.youtube.com/watch?v=COE5QzDV4ho

JET MAN.

- This is Jet Man's old theme. I hear that it has been recently changed, who knows what it will sound like now?www.youtube.com/watch?v=EeFz2yaJLY4

NAIL MAN.

- This is the most recent version online of Nail Man's Theme. This one has been through many changes too and the final version is quite different to this too.http://www.youtube.com/watch?v=WNDmyzwE-T4

TRINITRO MAN.

- Again, another tune that has gone through quite a change since this version was put online. Quite a few surprised instore once the official soundtrack is released.http://www.youtube.com/watch?v=ERVHo0As4p0

YOKU MAN.

- The dreaded Theme Tune to Yoku Man's stage. Don't Trust Your Eyes... and ears as these theme fwooops along while you play.http://www.youtube.com/watch?v=iFJe7AEBvC0

GLUE MAN.

- A funky tune I've always liked, the music really does sound like its dripping.http://www.youtube.com/watch?v=w_ssHY0_MDo

RAINBOW MAN.

- One can only fathom the horror in store when you play this level. The Quick Man beams have returned!http://www.youtube.com/watch?v=V3WAd9OSHO4

COMET WOMAN.

- The ice cold beauty and her spacey theme tune!http://www.youtube.com/watch?v=wtmzwnbhVd4

YO-YO MAN.

- The tune voted the favourite among fans of MMU. It even made it as the Trailer's music.http://www.youtube.com/watch?v=B3O10aoktog

GAME OVER THEME.

- Its inevitable, all beginner players of MMU will hear this theme at least once.http://www.youtube.com/watch?v=aKPVyL2RJS4

CAPTURED WILY CASTLE INTRO AND STAGE 1.

- What terror awaits you in the first stage on the final stretch? Who has kidnapped Wily and why?http://www.youtube.com/watch?v=2MVAKov6Zn0

CAPTURED WILY CASTLE BOSS THEME.

- Its a Wily Stage Boss! What could it possibly be? These bosses are some of the best kept secrets of the game and they're awesome and epic too!http://www.youtube.com/watch?v=hKkgMiF5q0s

CAPTURED WILY CASTLE STAGE 2.

- Deeper and deeper you go into the castle.http://www.youtube.com/watch?v=cyrdHDTIAoQ

CAPTURED WILY CASTLE STAGE 3.

- I love how each stage song gets more and more foreboding as you get deeper into the castle. Its as if this adventure won't end well....http://www.youtube.com/watch?v=jLiyrFRC7q4

CAPTURED WILY CASTLE STAGE 4.

- The final stage. The Boss Gauntlet. You know the deal. But who is the final Boss?http://www.youtube.com/watch?v=pYPPjpBaRYs

UNKNOWN SONG.

- This song is a mystery. Is it end credits music? A secret Stage? Or Something else?http://www.youtube.com/watch?v=PXnxG3FCVEY

MEDLEY.

- Kevvviiinnn's awesome medley of all the levels.http://www.youtube.com/watch?v=-9aBeBvsVws

Yeah! Me and my friends from Russia ( And Ukraine ) hope that the game will be released very soon, because it looks cool. MegaPhilX's tracks are very close to the Capcom tracks, and his Robot Masters very are interesting. Also, he will have to register here?

I'm pleased to hear you guys have been waiting for such progress reports, and a nice place for the Mega Man fan community to get together and discuss it.

One thing I'd like to point out, fascinatingly, was the recent articles at Mega Man Network and Protodudes Corner about the "Capcom Turnaround", it seems subconciously we'd incorporated the same types of rooms in MMU too! But I think the obvious cause as to why even in a fangame, such rooms are needed, are the same reason Capcom made them.

I think they're merely for scrolling purposes, to force the player back to the far left so that the player will be centre screen when the room starts scrolling. When making the engine we found that some occasions, if some maps weren't designed correctly, and transitions aren't correctly thought out, the camera suddenly goes loopy and whizzes back and forth to put Mega Man back into the centre of the screen.

To avoid that, such "Turnaround" rooms and transitions were needed to stop the camera in our engine from doing that. We need to be authentic, the official Mega Man games never had its camera move back to centre after a transition, so we should obey that when recreating the Mega Man experience.

Here is a unique exception to the Turnaround phenomenum, where its in reverse/upside down. This particular stage (of which I can't reveal where it is in the game) makes use of our recreation of the Gravity Man stage gravity shifting that featured in MM5, and if you flip this screenshot vertically, you see its a typical Capcom Turnaround.

@Acid - Its long since been revealed he's a secret Robot Master. But what remains a secret is how to unlock/plays his stage.@KoiDrake - Starsims Mode was a lovely feature N-Mario added to the game in thanks for my helping get this project off the ground and contributing as a whole. Its like Proto Man Mode in MM9, where you can play as a Ninji (my fav enemy from Super Mario Bros 2). We're not sure if we'll keep that mode for the final version, depends what the fans think.

I think they're merely for scrolling purposes, to force the player back to the far left so that the player will be centre screen when the room starts scrolling. When making the engine we found that some occasions, if some maps weren't designed correctly, and transitions aren't correctly thought out, the camera suddenly goes loopy and whizzes back and forth to put Mega Man back into the centre of the screen.

Yep, that's exactly the reason why this "turnaround" exists.

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We need to be authentic

You know, I quite like how all the screenshots "look" like they're from an authentic Rockman game, but there are a couple of points here and there where, unless I'm mistaken in how the screenshots would dissect, things get just a tad too colorful for comfort. The main purple/red wall in Tank's stage seems to have too many colors. Comet's seems to have too many different palettes used throughout the area. I'd also mention the enemies in Glue's, but that's nothing some good flicker wouldn't set right.

As for the Wily Stage, it's all good. I just wonder, what's that blue line?

@ Zan. I'm afraid I'm not allowed to say. You'll have to find out when you play what that line does. ;) As for the authenticity, as many people have discussed in various threads here, I suppose we can take some liberties with palletes considering we're not constrained to the NES limitations. We all agree that MM9 and MM10 feature stuff that the NES couldn't do, and our engine is based on MM9.

@ Splash. Well theres an ongoing debate whether to keep his original name of Nitro Man or rename him Trinitro Man. I'm personally of the belief that Phil should keep the name Nitro Man cos it fits better with Nitroglycerine, which is what he uses. When Mega Man 10 was announced and the robot masters revealed, Phil was afraid of having an offical rm share his name.

Well..I think it is better to keep the old name. We have Oil Man for PC, and Oil Man for PSP. We have Wave Man for PC, and Wave Man for NES. And Blade Man ( MM3 (PC) , MM 10 , MMDWR ( Dr. Wily Returns ) and so forth ) . If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

Well..I think it is better to keep the old name. We have Oil Man for PC, and Oil Man for PSP. We have Wave Man for PC, and Wave Man for NES. And Blade Man ( MM3 (PC) , MM 10 , MMDWR ( Dr. Wily Returns ) and so forth ) . If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

Incidentally, Brahman and I had a little discussion about that. While Oil and Wave's names were changed to Fuel and Hydro (which is more fitting, I think), he didn't seem to mind keeping Blade's name intact.

Although, RMs having the same name could create a bit of confusion...

That said, not all RMs have weapons with their name in them, one must keep in mind (e.g. Noise Crush for Shade Man, Flash Stopper for Bright Man, etc).

We all agree that MM9 and MM10 feature stuff that the NES couldn't do, and our engine is based on MM9.

Actually, from what I can tell, R9 and R10 don't break the rules that often. I've only seen blatant impossibilities on R9's stage select, the cutscenes, and some of the bigger bosses, like the Wily Machines. Throughout the rest however, 4 BG palettes and 4 sprite palettes seems to be exactly what they were aiming for; complete with player induced palette swapping of 1-ups, E-tanks and Bolts. Case in point, Concrete and Plug's stages were completely reproducible by editing a Rockman4 rom.

In the case of the screenshots here, I find that Glue's and Wily's stage have a certain charm to them, which is kind of absent in the other two by the many colors and elements present. Comet's is just missing a bit of unity, whereas Tank's walls seems too complicated; somehow both look very distracting. Aesthetically, a bit of unification and simplification might work well in those two areas, it'd also make them more fitting with the rest of the areas I've seen.

Anyway, if you're going for something based on R9/R10. This might be nice to know; recently the palette for those games was discovered in the data.http://img697.imageshack.us/img697/5097/75782695.gifSprites Inc has recently been using those colors to obtain accurate colors on their sprite rips. Prior to that they were just kind of guessing half the time.

Quote

MMDWR

Which game is this?

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If Capcom uses official names twice, or more, then why fans must change names of their robot masters? Capcom will not complain.

I really don't think those PC games can be counted as "Capcom"... I think the only true case here is "Magma Man" from R9 and the Magma Men from the OVA.

Ninji was also created in the engine at an early stage when we hadn't coded in sliding yet. The cute kitty is only one tile tall so can just walk into sliding corridors, no trouble. We also needed him when we were testing Rainbow Man's stage.

Nope he didn't program them, but he's the main writer and ideas guy. This is his project, he says mainly what will be in it, it was his choice to have those items in MMU. As was his choice to have Yoku Man in it, I'll be ever grateful he allowed me to sneak him in as a secret addition to the game.

(click to show/hide)

@ KudosForce. That is under debate at the moment. We have Bass' MM10 Sprites under reserve, we'll see what MegaPhil says, like I said above, he has final say.

Never mind. Anyway, Blade Man - the most used name among the Robot Masters.And about Yoku Man ... or his weakness. It would be difficult to guess, because the traditional circle of weakness is another. Nine Robot Masters. It turns out that someone is weak against Yoku attack, and vice versa.EDIT. Found info about MM PC Remakehttp://megaman.wikia.com/wiki/User:Yahweh_divine/Mega_Man_PC/Mega_Man_PC:_The_CRORQ_Chronicles_InstructionsAnd one interesting detail

Quote

Dynamite Man (a.k.a. "Dyna Man") was designed to monitor the production of explosives at munitions factories. He was built to be able to withstand very high temperatures and, as such, was sent to do work that humans would be too dangerous for humans. Although Dynamite Man has an explosive personality, he eventually grew tired of putting his "life" on the line and joined the robot rebellion. Now he spends his time constructing powerful explosives for the robot cause!

His weapon, the Tri-Nitro, delivers a devastating explosion that can pierce through almost any armor and can destroy nearly any obstacle in his path!

Well I guess it'll only be close to release when we finally decide whether to go with Nitro or Trinitro.I also hear from Phil that he's using MM10's Bass sprites afterall, but may be making a few changes to his pallete, to make him look more colourful.Speaking of sprites I've been meaning to post sprites of the Robot Masters for the 1st page of this thread (can't post entire sprite sheets yet, not allowed, Phil will only show sprite sheets and maps until after game is released)

Actually, from what I can tell, R9 and R10 don't break the rules that often. I've only seen blatant impossibilities on R9's stage select, the cutscenes, and some of the bigger bosses, like the Wily Machines. Throughout the rest however, 4 BG palettes and 4 sprite palettes seems to be exactly what they were aiming for; complete with player induced palette swapping of 1-ups, E-tanks and Bolts. Case in point, Concrete and Plug's stages were completely reproducible by editing a Rockman4 rom.

To add to this, even when they broke the rules it was at least believable. In MM Unlimited it actually looks out of place, ruining its authentic look.

All of this criticism will be useful to Phil once we get beta testers trying out the game, I think changes to some terrain palletes etc will be simple enough for Phil to do. Lets wait until the beta is out and you play the stages to see if the colour schemes are bad or not, that'll be the right time to express such concerns.

I've now updated the first post with videos too. Here's what I've added:

The video that started it all, MegaPhilX submitted this video to Capcom-Unity in January 2009, a flash animation of a hypothetical Mega Man 10. He did it for a competition and won! This video features an early version of Tank Man's stage. Many things have changed since this video, Hammer Man was replaced and the title obviously changed.

This is a demonstration of Rainbow Man's stage, made a month later. He still hadn't decided to make it a real game yet, and just made this a flash animation. Gives you a good idea as to how tough our bosses can be.

Finally some in-game footage. This was made 5 months later in May 2009, after I had managed to get N-Mario and MegaPhilX together to try and turn this into an actual fangame. It features an early version of the N-Mario Mega Man Engine, playing through an almost empty Nail Man stage.

Finally in July 2009, Phil had put together cutscenes and a title sequence in-game, inlcuding all the Robot Masters Stage Select poses.

Here is a list of videos where MegaPhilX answers fans questions about Mega Man Unlimited.

Yep, he only recently got married. The lucky devil. 8)Something else extremely lucky is going to be announced soon at Capcom Unity, regarding MegaPhilX, I'll keep you guys posted here about what it entails.

I disagree, in fact, i kinda find quite disrespectful towards the hard work that Phil, N-Mario and Starsims have put on this :\

They weren´t being disrespectful at all. Those are valid points, I actually think they look a bit noisy in that particular stage too. They are not saying they are bad, but they can definitely be more fitting to the NES style and look much better.

And Chemist doesn´t sound very firey, I´d pic something more along "Ignite Man", but less cheesy

Welcome everyone to the age old debate of what to call Nitro Man >0<. Ladies and gents, we've had this problem for months now, its nothing new. I doubt coming up with anymore names is going to be helpful now, I think Phil's been through so many suggestions I think he's either going to stick with Nitro or Trinitro. Come to think of it, this constant name suggestions is similar to when MM10 was announced and we had to come up with a new game title lol. Phil was swamped with comments about what to rename it then, too.

What do you guys think of the various songs in our game? The likes and dislikes with specific tracks.

Jet Man, I can't really put my finger on it, but it seems to flow well when exploring his stage, you get that airport, flying high type of feeling with the music. Yoku Man's music is a fav for obvious reasons... Fwooooop! Glue Man has a funny drippy quality to the song, which goes well with the glue factory setting of his stage. Yo-Yo Man's song is becoming infamous, its a fan fav and it pays homage to the likes of Tornado Man's theme, however, Yo-Yo's theme has an intruiging gimmick where the notes constantly go up and down like a yo-yo.The Wily Stages have a very sinister twist to them, Kevin manages to always give the "wily" feel to the way they play, and with each stage they get darker and darker as if something terrible is going to happen, some parts you almost imagine so lyrics underneath the notes, almost epic in scale.Then the Medley. Its a wonderful homage to a collection of great songs by Kevin, they flow together beautifuly.

Wily Stage 1, often nicknamed: Climb the Castle, has a retro Wily feel to it, it has a sense of urgency and scale, I'm sure when you play this stage you'll be eager to find out what awaits you at the end as you find asnwers to who kidnapped Wily. Then the excellent tune by Phil, the Wily Stage Boss themes, this will play when encounter the very threatening and secret big bosses that await you at the end of each stage, the music speaks for itself as it builds up, something big is coming and you'd better be ready, mwahahahaaa.The "Unknown Stage" is the most fascinating of all, I can't reveal what its for but believe me, what the song stands for is absolutely perfect, Just listen to it and you may understand for yourself what the song is trying to say. Let me know what you guys think its about.

Well, I was about to OBJECT to his involvement, but he says that. I can't find any evidence that he did in fact do that (not in this thread, that's for sure) so... it's all circumstantial.

Well, it's probably because my suggestion was either done via a PM to Phil (on his Youtube account), or because it's buried so deep in the comments archive of his Youtube channel, that you'd need an excavation crew to find it.

I haven´t listened any of MPX tunes so far, but I have to say, I stopped by onto Kevvviiinnn (CnP hax) while working on some [parasitic bomb] for university, and I´m really impressed with what I´ve heard so far. Not only the MMU stuff, but there are some more gold in there too.

I've added more screenies to the first post. I think this is the most we can show for now. Only the 9 robot master stages can be revealed, and that shot of Wily Stage 1 was already shown in one of Phil's videos.

I'm sorry I don't post much online, especially here. I try to work on my stuff most of the time. And I already have Youtube and Deviantart to take care of in the mean time. I'm going to try and answer some questions here. Although YokuMan is doing a good job at it already ( :

About NitroMan, I guess once I animate him to show N64Mario and Stars what he does, maybe some more names will surface for him. But so far, it needs to be related to explosives and espacially liquid explosives, since he spray an oily explosive substance around... That's why so far, the name's TrinitroMan.

BlastMan was another idea but there is alreay a BlastMan in MMBattle Network.

TrinitroMan was first suggested by KudosForce (At least to my knowledge... : ) I thought it was kinda cool so... ^_^ I like when some Robot master have names that you have to do a bit of digging to find out what the name means. Back when I was a kid (And I didn't really speak english much, I thought NapalmMan was cool because i didn't really know what Napalm meant. ( :If there are other cool names for liquid-like explosives like that somewhere, it would be cool to use one of those names...

Posted on: April 12, 2010, 00:02:28KudosForce said:"He's too busy to post, most likely. I mean, the guy's been working on-and-off on MMU for 2 years.Do try to cut the guy some slack, please."

Hey, Phil... I don't think there's a Blast Man in Classic. Just because there's a EXE version doesn't mean there can't be a classic version. After all, a good majority of the EXE bosses have their classic equivalents; why not give Blast Man one?

I like Blast Man, its catchy. But I have a nasty feeling we'll have the same trouble with MM11 that we had with 10. I can imagine Capcom then brings out a real Blast Man and we have the same trouble all over again. Important to point out that its probably a wiser move to keep the original name, to prevent having to keep renaming someone as Capcom releases newer official robot masters of the same name. But its up to Phil in the end, to what he prefers.

But I have a nasty feeling we'll have the same trouble with MM11 that we had with 10.

You should take official boss names into account up to the moment of final release. It's just silly to use the same name as one from an official game released earlier than your own. But after your own game's release, any identical names by Capcom afterward can't adjusted for anymore. So, just get it released before R11 and you're all good.

As for BlastMan, there already was a BlastMan in EXE, but Capcom has yet to use any of the EXE exclusive bosses in classic.

Capcom will take all the possible names sooner or later anyway, better doing it yourself first

True.They will not care about names. What will be - those will be selected. And it does not matter - busy or not. For example: Before Rockman 10 - was a lot of Blade Man. But Capcom was not ashamed - and the robot just named.We do not have to worry about the names of Robot Masters. The name of the game - another matter. Suddenly they reach Rockman 72 - that's when we already care.

True.They will not care about names. What will be - those will be selected. And it does not matter - busy or not. For example: Before Rockman 10 - was a lot of Blade Man. But Capcom was not ashamed - and the robot just named.We do not have to worry about the names of Robot Masters. The name of the game - another matter. Suddenly they reach Rockman 72 - that's when we already care.

As promised, here is the finished version of the Yoku Man comic. Jmatchead has added shading and glowing to the previous pages (Yoku Man just isn't the same without his glow) and finished the final page. Great work I should say so myself. I'm definately gonna add him to my Special Thanks list in the end credits of the game and feature his fanart in the game too. Speaking of which, if you guys want to create some fanart for MMU, you're welcome to try, it may get featured at the end of the game.

3) Nobody else ever thought of using Yoku blocks as a gimmick, for a RM. Especially when you consider that it's someone from the UK that came up with this RM concept, rather than someone from Japan (which is funny, since the MM series was born there in the first place 8D).

4) His song is quite nice.

At any rate, YM's a cool example of someone with oxymoronic popularity. ;)

3) Nobody else ever thought of using Yoku blocks as a gimmick, for a RM. Especially when you consider that it's someone from the UK that came up with this RM concept, rather than someone from Japan (which is funny, since the MM series was born there in the first place 8D).

4) His song is quite nice.

At any rate, YM's a cool example of someone with oxymoronic popularity. ;)

3) Nobody else ever thought of using Yoku blocks as a gimmick, for a RM. Especially when you consider that it's someone from the UK that came up with this RM concept, rather than someone from Japan (which is funny, since the MM series was born there in the first place 8D).

I suppose now the embargo has been lifted and information about the Captivate 2010 event in Hawaii is starting to flow, I can now reveal that MegaPhilX, our proud creator of Mega Man Unlimited, was invited to the event by Seth Killian of Capcom-Unity. I've had to keep my mouth shut for many weeks about this news now and I've just only noticed Phil's blog update describing his experiences at the event! He got to meet Inafune-san himself, talked to him about MMU and even got a signed drawing from the man himself! Phil has also been interviewed by Jeremy from The Gaming Nexus about Megaman Unlimited (Can't wait to see that).

I live in Hawaii but not in Honolulu. You are so lucky, I want to tell Capcom my ideas of megaman Time line. I have ideas, I just don't know if I can draw bosses right. I made a map for my first boss for the other game ideal I had, I just don't have anybody to help me. I'm also known as DataMan on your website MegaPhill.

Well... "talking with Inafune" would be exagerrating abit ... I couldn't really have a conversation with him since he talks mostly japanese and I couldn't get much of his time : P

Well, I have to say it: I´m [tornado fang]ing jealous of you :P. Hope you had a great experience in there (I´m sure you did). And good luck with this project (and all the team involved too), it´s looking pretty awesome so far.

Phil has finally posted 8 new screenshots of the Robot Master Boss Rooms on his deviant account.

http://megaphilx.deviantart.com/

Its been established I can't show you anything that hasn't already been shown elsewhere, so without further ado, here they are. These screenies like the earlier ones in the thread have been modified to actual screenshot size, whereas Phils deviant ones are usually larger.

From the screenshots it really looks like TankMan's is one of the first tilesets done. Phil really ought to redo that one...

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The story of this game follows after MegaMan 10. I

Why after R10? I would have figured a placement after R9, before R10 would fit this the most, as it was originally produced to be a Rockman10. By going beyond R10, you only write yourself into a potential problem with R11...

Why after R10? I would have figured a placement after R9, before R10 would fit this the most, as it was originally produced to be a Rockman10. By going beyond R10, you only write yourself into a potential problem with R11...

I would have to agree with Zan on this one. Why after MM10? MMU was indeed supposed to occur between MM9 and MM10, much like MM&B occuring between MM8 and MM9.

Though, when I asked Phil about that, he said something to the effect of "I guess it can happen anytime after MM7", so when it occurs isn't really clear...-_-

(Attempts to revive the thread from DjKlzonez the Official Thread Killer >0< ) What do you guys think of the new screenies? I like the different layouts, reminiscent of boss rooms from the past, with different layouts depending on the Robot Master's behaviour. From what you can see from Jet Man too, it looks like it'll be interesting.

the very first screenshot on the far top left looks beautiful for scenerary...made me think of one of those really detailed background scenes from i think uhh .. Genesis Sonic 3 - Carnival Night Zone. :)

I may be wrong, but I think I recall hearing that Phil was inspired by the Mega Man 4 MI Skull Man fight to put slopes into the engine. Glue Man seemed like the ideal boss to use them, considering he has wheels on his feet.

Official series entries are generally quite nice, but fangames (the good ones, mind) can allow fans to put in features and elements, that the series creators didn't even think about using yet (if ever).

But, if you prefer playing the official titles instead, then more power to you. Nobody is forcing you to play fangames, rather.

Another feature we've incorporated into the engine/game is Mega Man 2's capability to have maze loops (Like Flash Man stage in Rock Man 2 - Grayzone, to name a few). Hacks proved that they were possible, but the official games never featured them, strangely enough. I wonder if they were aware that they could do them.

Here's an example of a maze loop if you guys are confused.

http://www.youtube.com/watch?v=h7jTLiyQrZY

We constantly are experimenting with things that were never featured in the Mega Man games, but of course keeping with what was possible on the NES and the Mega Man's games original engines. Hacks are a nice source for these as it shows via the rom that new things are possible on a NES Mega Man game. Mega Man games are constantly adding new things, mm5 added reverse gravity, mm6 multiple boss rooms, mm9 added the rotating platform in Tornado Man's stage and the gravity well that slowly floats you up in the wily stages.

They are always adding new gimmicks yet keeping with the limitations with what the NES Mega Man platform engine was capable of. Some hacks have shown that gravity can be easily tweaked in Mega Man games, so you can also have low and high gravity in different rooms, not just the usual low one you have in water and space. (Something we have in our engine now too.)

Official series entries are generally quite nice, but fangames (the good ones, mind) can allow fans to put in features and elements, that the series creators didn't even think about using yet (if ever).

But, if you prefer playing the official titles instead, then more power to you. Nobody is forcing you to play fangames, rather.

There are some NES games that used slopes. It's not a matter of not thinking about it yet, its a matter of what is and isn't really Megaman's style. Megaman 7 came after Megaman X1-3 which all had slopes. Megaman 7 had NO slopes. Megaman & Bass came after Megaman 8, and had NO slopes. Powered up was a complete remake with all new levels, but slopes again were omitted, while many other features were added. Only one classic title had slopes for a reason.

There are some NES games that used slopes. It's not a matter of not thinking about it yet, its a matter of what is and isn't really Megaman's style. Megaman 7 came after Megaman X1-3 which all had slopes. Megaman 7 had NO slopes. Megaman & Bass came after Megaman 8, and had NO slopes. Powered up was a complete remake with all new levels, but slopes again were omitted, while many other features were added. Only one classic title had slopes for a reason.

I see this turning into a long debate lol. Suffice to say it would be sad and funny, considering what Objection Man said, if we find slopes included in Mega Man 11 :) . I think we shouldn't let the omitted features sway our creativity. As I mentioned above; because they're not included in previous games, doesn't mean they're not possible. Just think rationally about what is possible for Mega Man games. Having say, a 3D enemy like in Mega Man X2 and X3 appear in a NES Mega Man game would probably be totally unrealsitic and impossible for the engine, for one.

There are some NES games that used slopes. It's not a matter of not thinking about it yet, its a matter of what is and isn't really Megaman's style. Megaman 7 came after Megaman X1-3 which all had slopes. Megaman 7 had NO slopes. Megaman & Bass came after Megaman 8, and had NO slopes. Powered up was a complete remake with all new levels, but slopes again were omitted, while many other features were added. Only one classic title had slopes for a reason.

Slopes has nothing to do with a style, man. If anything is just a simple feature they decided to omit for whatever reason, they could have added them in any game without breaking the whole gaming experience. This discussion is really stupid...

We constantly are experimenting with things that were never featured in the Mega Man games, but of course keeping with what was possible on the NES and the Mega Man's games original engines. Hacks are a nice source for these as it shows via the rom that new things are possible on a NES Mega Man game. Mega Man games are constantly adding new things, mm5 added reverse gravity, mm6 multiple boss rooms, mm9 added the rotating platform in Tornado Man's stage and the gravity well that slowly floats you up in the wily stages.

They are always adding new gimmicks yet keeping with the limitations with what the NES Mega Man platform engine was capable of. Some hacks have shown that gravity can be easily tweaked in Mega Man games, so you can also have low and high gravity in different rooms, not just the usual low one you have in water and space. (Something we have in our engine now too.)

I have a pretty good idea of where maze loops will come into play...8D

That said, all those gimmicks that can be done, while staying within the technical limitations of NES Mega Man games, are interesting enough.

Speaking of MM5, that game was the only one that allowed backtracking in a few spots (oddly enough). One must remember that the Capcom turnover's main purpose, was to allow the player to go left, while keeping the positioning of the screen in the middle (if I'm not mistaken, anyway. My memory can be hazy, rather. X().

Does this mean that having stages scroll in the left (ala Time Man's stage in MMPU and Wily stage 2 in MM9) could be possible in a MM NES game?

of course scrolling left is possible. i implemented it into my hack easily no problem, and mm3 never originally had that at all. was pretty simple to code support for left-scroll. :) and multi paths and so on. i got slopes in my game too. (used in boltman)

Luckily I recall that NMario has easily programmed the engine to let left transitions work or not, depending on what the programmer wants for the level design. Easy as pushing a button, to select a two-way transition or a one way transition on the level design screen of MMF2.

Like always, going left or right, the camera orientation always stops when you reach the end of a room, allowing the player to continue to go left or right while camera stays in the middle. That has always been the case with Mega Man games, and one of the reasons for the Turnaround. It can work for dropping down from the top left of the screen, heading right and then dropping down and scrolling left to the next room.

Here's an early video where NMario first experimented with left scrolling transitions and the loop maze I mentioned earlier.

http://www.youtube.com/watch?v=Lh900Sd9_64

And here's the feature where the programmer can alter the gravity to their heart's content. You could even make it so Mega Man can barely jump if you so chose. Thats whats gonna be the cool thing to look forward to in future fangames, to see what you guys come up with, with the capability of this engine.

It has everything to do with the Rockman gameplay style actually. Much like the Rockman series has always opted to have a 16x16 based environment. It is such things that create the run and jump gameplay we all know and love. Slopes, unless kept to a bare minimum, hurt an aspect of interaction by allowing vertical transitions to be crossed by simply holding right all the time. The exact opposite of using an 8x8 based environment, which would warrant too much jumping if abused.

All in all, such "gimmicks" are best kept in moderation. And in the specific context of slopes, I think going instead with 30 degree angles rather 45 degrees would look much more natural. An incline of 45 degree just seems too steep without a character just sliding off by the power of gravity.

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I wonder if they were aware that they could do them.

Considering the very existence of the Legend of Zelda, of course they were aware.

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3D enemy like in Mega Man X2 and X3

Just sprite a wireframe and keep its size moderate. Should be entirely doable. Just not in the same way they did it on SNES.

It has everything to do with the Rockman gameplay style actually. Much like the Rockman series has always opted to have a 16x16 based environment. It is such things that create the run and jump gameplay we all know and love. Slopes, unless kept to a bare minimum, hurt an aspect of interaction by allowing vertical transitions to be crossed by simply holding right all the time. The exact opposite of using an 8x8 based environment, which would warrant too much jumping if abused.

I still don´t think it´s something that would break the style that much. As you mentioned, it´s just a gimmick, and it would work out really well if, as you said, it´s not abused. But they can still be used without going like "wtf is this doing in a megaman game" or something like that. That´s what I mean with slopes not being a gameplay style factor.

About the sliding, I thought that was the whole point of adding slopes in the first place. If that´s not their function, then I don´t know why they bother adding them.

I wish I could show you a video of Glue Man using the slopes to ease your fears guys. But alas, I'm not allowed lol, I guess you'll either have to wait for the demo or a trailer or maybe even the full game before you see Glue Man in action. We're still not sure what levels we'd feature in the demo, I guess it'd be the 3 ones we've already shown in videos: Tank, Nail and Rainbow Man's stages.

It has everything to do with the Rockman gameplay style actually. Much like the Rockman series has always opted to have a 16x16 based environment. It is such things that create the run and jump gameplay we all know and love. Slopes, unless kept to a bare minimum, hurt an aspect of interaction by allowing vertical transitions to be crossed by simply holding right all the time. The exact opposite of using an 8x8 based environment, which would warrant too much jumping if abused.

All in all, such "gimmicks" are best kept in moderation. And in the specific context of slopes, I think going instead with 30 degree angles rather 45 degrees would look much more natural. An incline of 45 degree just seems too steep without a character just sliding off by the power of gravity.

Considering the very existence of the Legend of Zelda, of course they were aware.

Just sprite a wireframe and keep its size moderate. Should be entirely doable. Just not in the same way they did it on SNES.

That´s because he sees the slopes as if they had no purpose, which shouldn´t be the case. Rockman MI gives a good example of them being fitting with the Megaman gameplay style and without looking out of place.

I don´t respond to the person posting but to the post itself. He may know a lot of spriting or whatever you thing, but in this case he just gave an opinion I don´t agree with, and is just imposing weird limitations to the game. He just sees slopes as another way to make different paths without any kind of function on them. But slopes should be threated as any other obstacle, and if designed properly, they work a lot better than simple squared tiles.

Here (http://www.youtube.com/watch?v=IQ3oOw-TDY4) is Rockman MI´s Toadman stage for example, you can see that the slopes work really nicely in here, especially in the first part with the water pushing you downwards, it gives something that with normal square tiles would look extremely awkward. They definitely don´t look out of place at all.

And there are also many more things that wouldn´t be able to be done without slopes, both in the artistic look and the challenge it brings. So, to sum it up I don´t think that they affect at all the gameplay style and feel of the megaman games, they are just a simple little things that helps spice things up if used properly.

It's not the poster that counts, even though he may be quite knowledgeable. But when you ask for something, get the proper response, and decide to ignore it completely, that's kinda rude. I think that's what Objection Man was trying to say. If you're going to ask for help, at least take some of it; don't ignore it completely because you hate it.

Your post, however, does bring up how you did take into account his post, and how your opinion differs, which means you did listen to it instead of I DON'T CARE!

You're arguing about slopes? Or is there something else going on that I'm missing ?

Well, this is why when I (if ever) make a MM fangame I'm staying far away from the NES style. 3D all the way :D (or something over 8-bit).Anyways, I can't wait to see this finish :D so then I can shame myself trying to get more then 30 secs. into the game then die! (20sec. spent choosing a boss)

Edit: I also saved this thread to my favourites becuase it's so damned hard to find >:C Not that it matters~

That´s because he sees the slopes as if they had no purpose, which shouldn´t be the case.

I said that slopes would hurt an aspect of gameplay unless they're kept to a minimum and used only when they should be used; that is, when smooth transitions between different height platforms are needed. This is something only Rockman8 did to facilitate the use of Rush Bike and the sled segments.

In the Rockman4 MI example, you give an example of when a stage gimmick justifies its use without compromising the jumping aspect of the game. But in that same example, the gimmick might also be a bit overused; you can see several odd examples of enemies that work only on straight floors landing on a sloped area.

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About the sliding, I thought that was the whole point of adding slopes in the first place. If that´s not their function, then I don´t know why they bother adding them.

What I meant is, is that 45 degree slopes are so steep, that standing on them should be impossible; the character would be pulled down akin to Shantae on slippery slopes, and Mario crouching on a slope. The use of the less severe angle commonly used for isometric environments, has a lot more natural look that would neither require unique standing frames nor have the character slide down as in the aforementioned examples.

But in that same example, the gimmick might also be a bit overused; you can see several odd examples of enemies that work only on straight floors landing on a sloped area.

I agree about this, but it´s still something that can be worked aound. The reason why I pointed out the first section of the stage over the rest is because I feel that the second part (when underwater) seems like it was just made for the lulz.

What I meant is, is that 45 degree slopes are so steep, that standing on them should be impossible; the character would be pulled down akin to Shantae on slippery slopes, and Mario crouching on a slope. The use of the less severe angle commonly used for isometric environments, has a lot more natural look that would neither require unique standing frames nor have the character slide down as in the aforementioned examples.

I understood this part. What I meant to say is that slopes should be placed to make the character slide down because of the steepness of the surface, and not for simple decoration. That´s the way I see it.

Still, looks good! Now if only there was a feasible way to make the slope angle change to really screw with Mega Man. Glue Man wouldn't have any trouble, but what if the slope went from 30 degrees to 50 to 0 to 90 and anywhere in that range... maybe during the fortress rematches, of course, but that would be cool. Really get confusing. But not too often; after a set interval... I don't know, I'm rambling...

Still, looks good! Now if only there was a feasible way to make the slope angle change to really screw with Mega Man. Glue Man wouldn't have any trouble, but what if the slope went from 30 degrees to 50 to 0 to 90 and anywhere in that range... maybe during the fortress rematches, of course, but that would be cool. Really get confusing. But not too often; after a set interval... I don't know, I'm rambling...

Well thats an idea.. you can always put it in the next fangame once the engine is finished and released. We're hoping you guys should be able to invent your own new features for your Mega Man games like we have done for MMU. I'd love to see a fangame with gravity changing so that you walk vertically through rooms. Maybe a robot master stage that makes you go upside-down and sideways throughout the level. The way we've set up the engine in MMF2, its easy to tweak and create those sorts of things.

Think of MMU like a template, an example game for the engine. Thats why we're featuring such things as changing gravity and slopes to show off the potential of what can be programmed with the engine. The thing I'm most proud of is how realistically it plays; the speed, the feel and the physics as a whole are very close to the latest Mega Man games. The height and distance he jumps, and his inertia feels perfect, and I believe its one of the most important aspects to recreating the Mega Man gameplay. It was lacking in that regard with the fangame "Mega Man Rocks" for example, something that ruined the other fun aspects of that game.

I totally agree, N64mario has done a wonderful job with the physics with the engine, some of the most accurate I've seen in a fan game! owob

I've been curious for awhile now though, will the engine be released with all of the MMU content (as in sprites, music, weapons, etc.)? Something's telling me that modifying some aspects of the MMU source code might be easier than completely re-writing something that was already included in MMU.

Wow that slope discussion went a long way. ( :I understand that slopes are left out of the classic MegaMan series' design on purpose.In MMU, there won't be slopes anywhere other than in the GlueMan boss room because it's part of his design.Even when I was a child he was designed similarly, so the slopes are the best way to put that concept in the game.It shouldn't "break" the game.

I totally agree, N64mario has done a wonderful job with the physics with the engine, some of the most accurate I've seen in a fan game! owob

I've been curious for awhile now though, will the engine be released with all of the MMU content (as in sprites, music, weapons, etc.)? Something's telling me that modifying some aspects of the MMU source code might be easier than completely re-writing something that was already included in MMU.

Either way I'm happy, I'm just curious. 8)

I guess thats up to Phil to decide. How about it Phil? I know you wanted to release sprites and music, etc after MMU is out, but will you be releasing it as material already in the engine, or seperately? Modifying a templates source code may be an easy way, including a preferable pdf instruction book, I'd like to have making the fangames on the engine as easy as possible. Perhaps with material already available to modify.

I was thinking having the MMU content would be a good starting base to work with, the Menu, Title, RM Intro animations, Wily Castle Animation, etc. so you could figure out how MMU did it, which would help with writing your own scripts and such.

Phil has surprised me (and many of you fans) by posting one of the cutscene pictures he mentioned above, at devianart. Here it is at deviantart: http://megaphilx.deviantart.com/art/New-City-Picture-for-MMU-Intro-167921293And here's a smaller original-sized version I've put together.

Phil has surprised me (and many of you fans) by posting one of the cutscene pictures he mentioned above, at devianart. Here it is at deviantart: http://megaphilx.deviantart.com/art/New-City-Picture-for-MMU-Intro-167921293And here's a smaller original-sized version I've put together.

Only thing I would be picky about (and I'm not sure if it's a bad thing) there are WAY to many windows, kind of clutters the area and takes away from that gorgeous 3D perspective you have going on there. Then again, the windows kind of add to the buildings and help shape out the angles. I love it though, you are a brilliant artist!

It's nice and all, but why is it slanted even in the vertical direction? Unless someone can't hold their camera upright, there's no real reason the buildings should be anything but straight up.. Especially since at this resolution and color count the long diagonal lines start getting very rough and wobbly. Which pretty much brings me to my next point; if you have the colors, why not employ AA? Though, I have my doubts about the color count to begin with.

It's nice and all, but why is it slanted even in the vertical direction? Unless someone can't hold their camera upright, there's no real reason the buildings should be anything but straight up.. Especially since at this resolution and color count the long diagonal lines start getting very rough and wobbly. Which pretty much brings me to my next point; if you have the colors, why not employ AA? Though, I have my doubts about the color count to begin with.

It's not the total color count that's the issue. It is the localized color count. That being the NES cannot display overlapping tiles, and no tile can be over 3 visible colors per tile. Furthermore, each tile, including the palette applied, has an area of 8x8 at its minimum. The way they would bridge the gaps is by using sprites, but this art would be employing a severe amount of them, to the point of unbelievability. Not to mention the whole scanline issue.

I guess obvious unbelievability in the graphic limits isn't something new to this project, but damn is it jarring to see. It's really something noticeable, even by those who aren't aware of all the technical limits.

In the city picture I concentrated on using exactly the same colors as in MegaMan 9's city intro. The colors are the exact same. Light blue, Blue, Darker Blue, Green and black (transparent). If photoshop detects extra colors, then it's a mistake I made. Maybe I left a few layers in a bad semi-transparent state when I saved the pic's bigger version but I doubt it since I made the "palette swaps" versions of the picture for the sunset part too and all the colors were detected just fine.

The pic is based on a real picture of a city. That's why some the lines are slanted in some parts because of the perspective. Of course being such a low-res pictures, it shows as pixelated as ever ( :Thanks for your support. As some of you know, I try to stick to 4 colors whenever I can but I'm not bothering too much with the rules about the limitations. I want to have fun too.

About the Stage Select Screen, well, MMU isn't really part of the official series right? Who said it always has to be blue? ( : I wanted to try something different. We'll see.

Don't listen to OBJECTION MAN Phil; he thinks that anything outside the norm is inherently a steaming pile of [parasitic bomb]. You should listen to him rant about the EXE/SF games sometime... I like it, as do many of us here.

Don't listen to OBJECTION MAN Phil; he thinks that anything outside the norm is inherently a steaming pile of [parasitic bomb]. You should listen to him rant about the EXE/SF games sometime... I like it, as do many of us here.

Cheer up Phil. PPl like that will always be ppl like that. You can't really change the way ppl act the way they do. Best you can do is just comment, I guess. XP

But yea, I am really looking forward to getting back to work on the game. I'm especially happy about the debug room how it's layed out. I esp. loved Stars endless loop maze rooms. Problem is I just have to get motivated back into MMF2. Also not to mention I've been having problems with my comp. lately. My C:\ drive is getting full and I'm still on Windows XP. I might have to get a new internal hard drive specifically for my comp's performances. It would have more space, and I'd have to re-install everything. I might even think about upgrading to at least Vista. I don't know if I should go to Windows 7 just yet, I'm not sure.

There's still Yoku Man's stage to be finished, and his AI setting, in which Stars is doing all that. And I think there's still a couple of pictures left to do for the games credit sequence. If we quit now, all that work would have gone to waste. X_X

Don't listen to OBJECTION MAN Phil; he thinks that anything outside the norm is inherently a steaming pile of [parasitic bomb]. You should listen to him rant about the EXE/SF games sometime... I like it, as do many of us here.

I'm beginning to think you actually don't read my posts, but rather pull a random summary out of thin air. It's kinda sad, cause I thought you were one of the cool and intelligent members.

I've never once said being normal is good or bad. Being consistent is the basis of my complaint. You can be consistently low quality looking, but as long as it's consistent it is actually much higher quality than a mixed and matched look. Sadly nearly all fan games have this inconsistent mix and match look.

I'm simply saying; If you are going to be reusing NES style sprites, then keep doing NES style for the entire game. If you don't, it is going to (and already does) look inconsistently mixed and matched.

Geez. I'm just trying to stick with very few colors and have fun. That's all.

I guess you don't really have the mindset for this level of perfectionism... But what I'm trying to make you see is there's a whole world you're missing out on; the world of gaming in its classic days.

Whilst working under these limits, striving for authenticity and so finishing great work leads to a fulfilling sense of accomplishment, there is also an aspect of enlightening oneself by delving into the inner workings of gaming in the classic days, figuring out your own solutions to classical problems and realizing why classic games are the way they are. All of that will develop a profound respect for those that were making games whilst their imagination was being restricted by the hardware they were working on.

I guess you don't really have the mindset for this level of perfectionism... But what I'm trying to make you see is there's a whole world you're missing out on; the world of gaming in its classic days.

Whilst working under these limits, striving for authenticity and so finishing great work leads to a fulfilling sense of accomplishment, there is also an aspect of enlightening oneself by delving into the inner workings of gaming in the classic days, figuring out your own solutions to classical problems and realizing why classic games are the way they are. All of that will develop a profound respect for those that were making games whilst their imagination was being restricted by the hardware they were working on.

Are you trying to tell me I'm not a perfectionist?You think that after working like crazy for at least a year and a half on this project making graphics, music all that stuff in my free time, that I don't have a profound respect for those that were making games back then!? Wow...I... I just don't feel like arguing here so... yeah...

Yoku Man's a problem, even during AI programming. One of the reasons why we all hate to love Yoku Blocks. XD

Saving the best till last it seems, lol. I'm still honoured that Phil decided to let Yoku Man guest star in this game. I originally designed Yoku Man for Mushroom Kingdom Fusion (my other fangame project I'm involved with) but Phil convinced me he was better off being in a 100% Mega Man fangame. I also think he allowed Yoku Man in as thanks for introducing him to NMario and his engine, if I hadn't I think MMU would have stayed as a simple flash video.

Yoku Man has also been saved for last because of how complicated his stage is. Having a whole level based on Yoku Block puzzles, and making them unique and original, takes alot of planning and experimenting. I've been doing tons of research over the past few months, exploring all the games, old and new, and even some hacks to learn exactly how Yoku Blocks work and how they can be fully optimised.

The most important thing I've learnt is that now in mm9 and mm10; Capcom have changed the Yoku Block pattern behaviours, so that there are only 4 sets of block patterns in total in a level. Its hard to explain what that means, maybe I'll show some screenies sometime, suffice to say, to limit it to patterns of 4 has made designing the blocks alot easier and doesn't make them too unpredictable like in the early games (Hated the original mm2 Heat Man pattern, it was never syncronised and timing was different every time.)

My research has shown that Yoku Blocks in the earlier games were more proximity activated, rather than set on a looping pattern. Once you got in range the blocks would start to appear and dissapear, the timing would reset off screen. (Thats not the case anymore in the new games.)

Plus with the warning-less Yoku Blocks in the WS games, it can be a total nightmare. Total unpredictability I say! *ahem* Well, that explains it. I'm pretty sure lasers will follow mid-section of Yoku Man's stage, to make it more murderous. XD

Well, I know NOTHING of the 8Bit limitations so I'm not gonna bother critiquing you on it. I'm not a professional, but you botched the perspective on some of the building, the Skyscraper (by the straight pipe) it bending in the wrong direction, its straighter than the other buildings, and that is not good. And the Line work seems messy in some places.

Here's a simple example to show how things have changed for Yoku Blocks during the years.

In Mega Man 2, the blocks appeared via proximity and in no particular timed pattern. But when they remade this puzzle in MM9's Endless Attack, they gave it the new patterns of 4. They keep to the same looping rhythm, always keeping to the pattern on and off screen. So a block in pattern 2 will always appear at the start and else where off screen at the exact same time, and so forth.

Are you trying to tell me I'm not a perfectionist?You think that after working like crazy for at least a year and a half on this project making graphics, music all that stuff in my free time, that I don't have a profound respect for those that were making games back then!? Wow...

Must you view it so negatively? I did not mention either your current level of perfectionism or respect. I only spoke of a certain level of perfectionism higher than you already might be working at, and I spoke of deepening any respect of classic gaming you might already have. Simply noting there's an unexplored area you're missing out on.

As I see it, you're right now disregarding the 'technical' limits without having a wholly clear idea of what those technical limits are. Just do a bit more research on the matter, think about the problems associated with classical game designs, think about possibilities and impossibilities and ways to work around that. And then, knowing how things are supposed to work, you can truly make the conscious decision of disregarding it or not for the sake of even better balancing quality and quantity. After all, it just seems odd to go through great lengths to figure out Capcom's disappearing block logistics and then to not wholly indulge yourself in the logistics behind the graphics of Ninendo's console.

Well..... Seems like there's been a lot more complaints & critics about the new city design. It's either this, or the OLDer old city picture that was used in the flash video only version of MegaMan Unlimited. Or we could just rip off Capcom and use their MM9 City background. Actually, I'm kidding about doing that, but case in point. Artwork is artwork, and I think Phil did a nice job on it, despite some of the angles of the buildings that may be off. XPUnelss Phil can adjust some of the proportions of the buildings, but I think hes worked hard enough on it.

Just like, take comments and critique to heart, push those pixels and take advantage of how easily the medium can be edited. Part of the essence of being a pixel artist is right there; tweaking till its perfect.

I recommend we wait till theres a playable beta for fans to properly nitpick before we alter anything at present. I understand Phil's reasons, but I bet he'd agree to wait till all the hard work is over and the games finished before we correct any minor graphical and other mistakes.

I'm more serious about disappearing block logistics because its my own pet project for this fangame and I have more time (I only have to design one level). Phil has got an entire game to design, let him worry about everything else first. The sooner a beta can be released, the better.

Can we change the subject to something less argumentative now? I hate to see threads get like this.

Believe me, if I would have adapted to every single comment people make and the little quirks of everyone; I would have gone insane by now. We already went over that whole limitation thing thousands of times before and I don't really feel like arguing about this right now either. That being said, I'm going to keep the current city picture. And I like your research on the blocks, Stars. we can have patterns of 5 or 3 blocks too. As long as the whole stage doesn't work like it did in MM2 like you said. I can't wait to stage your stage designed.

Must you view it so negatively? I did not mention either your current level of perfectionism or respect. I only spoke of a certain level of perfectionism higher than you already might be working at, and I spoke of deepening any respect of classic gaming you might already have. Simply noting there's an unexplored area you're missing out on.

As I see it, you're right now disregarding the 'technical' limits without having a wholly clear idea of what those technical limits are. Just do a bit more research on the matter, think about the problems associated with classical game designs, think about possibilities and impossibilities and ways to work around that. And then, knowing how things are supposed to work, you can truly make the conscious decision of disregarding it or not for the sake of even better balancing quality and quantity. After all, it just seems odd to go through great lengths to figure out Capcom's disappearing block logistics and then to not wholly indulge yourself in the logistics behind the graphics of Ninendo's console.

dang it Zan, do you know how much Phil has been put of his heart into this project?

In terms of art finished? Id say about that.But in terms of programming, we still have to work on that. The programming is only about 50% something. Though I've been meaning to fix the engine so the debug stage is only one level with all the programming added. Then we would be able to rebuild the stages up from that. It's mainly due to MMF2's weird way of handling stages via storyboard frames. But that's about as closest I can put it. :-/

I recommend we wait till theres a playable beta for fans to properly nitpick before we alter anything at present.

These limits intricately effect the design of the game itself. By then, having levels and bosses done, it may be a little late to go and correct 'minor graphical mistakes'. Its best to design with these things in mind first. If not addressed early on, you're not going to really be able to fix it. Game design 101.

Personally if I put my blood sweat and tears into it, I'd make damn well sure its done right. Though, it's not my project and I guess I cant enforce quality where its not a concern. I just wish more fan games would take better care to being high quality. With as much dedication as Phil says he has, I just figured this project would have one of the highest chances of doing something really high quality. I mean, he said hes actually made games in the industry before, right? Shouldn't that alone predispose him to want that?

These limits intricately effect the design of the game itself. By then, having levels and bosses done, it may be a little late to go and correct 'minor graphical mistakes'. Its best to design with these things in mind first. If not addressed early on, you're not going to really be able to fix it. Game design 101.

I'm not sure I understand this. Why isn't this possible, exactly? Companies release open betas all of the time, so that players can present problems and have the developers fix them before the game is on the shelves. Even if this isn't a retail game, what makes this one any different?

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Personally if I put my blood sweat and tears into it, I'd make damn well sure its done right. Though, it's not my project and I guess I cant enforce quality where its not a concern. I just wish more fan games would take better care to being high quality. With as much dedication as Phil says he has, I just figured this project would have one of the highest chances of doing something really high quality. I mean, he said hes actually made games in the industry before, right? Shouldn't that alone predispose him to want that?

Let me give you a situation. A Mega Man game represented as an 8-bit game is released, and everything is feasible within NES/Famicom limitations, except for the sounds. In some instances, there's 2 noise channels, 3 square channels, tempos that aren't technically possible (on the NES, at least), you get the idea. Despite these flaws, the game is accepted by just about everyone. (Oh, by the way, the game is Mega Man 10)

The point being, there's not much of a reason to sustain a notably large amount of effort on something so specific as stray colors. Sure, the kind of people who play Mega Man Unlimited will be much more centralized than the kind of people playing 9 or 10, but most of the players will not notice the faults in the coloring, some will notice them and probably not care, and only a select few will actually be bothered by them.

I'm not sure I understand this. Why isn't this possible, exactly? Companies release open betas all of the time, so that players can present problems and have the developers fix them before the game is on the shelves. Even if this isn't a retail game, what makes this one any different?

Imposing the limits after the fact wont work out well at all. The game needs to be designed with these in mind to begin with. Even the way things are already, there would actually be a fair amount of redesign and refitting involved.

The point being, there's not much of a reason to sustain a notably large amount of effort on something so specific as stray colors. Sure, the kind of people who play Mega Man Unlimited will be much more centralized than the kind of people playing 9 or 10, but most of the players will not notice the faults in the coloring, some will notice them and probably not care, and only a select few will actually be bothered by them.

Megaman 10 at least makes it believable. And no, both 9 and 10 actually have rare moments of graphical infeasibility on NES hardware. The point I made is that this project isn't even close to believable in many instances.

Imposing the limits after the fact wont work out well at all. The game needs to be designed with these in mind to begin with. Even the way things are already, there would actually be a fair amount of redesign and refitting involved.

I still don't fully understand what you mean, but you probably have more experience in this than I do so I'll just say you're right and leave it as it is.

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Megaman 10 at least makes it believable. And no, both 9 and 10 actually have rare moments of graphical infeasibility on NES hardware. The point I made is that this project isn't even close to believable in many instances.

By no means does Mega Man 10 make the problems I mentioned "believable." If you know how the 2A03 chip is supposed to work and you hear these sounds, they stick out like a sore thumb. How is this any different than the problems you are imposing?

Let me give you a situation. A Mega Man game represented as an 8-bit game is released, and everything is feasible within NES/Famicom limitations, except for the sounds. In some instances, there's 2 noise channels, 3 square channels, tempos that aren't technically possible (on the NES, at least), you get the idea. Despite these flaws, the game is accepted by just about everyone. (Oh, by the way, the game is Mega Man 10)

The point being, there's not much of a reason to sustain a notably large amount of effort on something so specific as stray colors. Sure, the kind of people who play Mega Man Unlimited will be much more centralized than the kind of people playing 9 or 10, but most of the players will not notice the faults in the coloring, some will notice them and probably not care, and only a select few will actually be bothered by them.

It's different cause I'm not talking about sound. Can't say I know enough about the sound system though. If you're correct, then that's definitely something to add to the list, but I haven't personally noticed despite playing tons of NES games. The main problem lay in that, as I said before, the severity of this inconsistency is to where people who are not really aware of the limits of the NES graphical chip seem to notice.

In an attempt to not look like the biggest douche taking a crap all over this thread for 20 pages (already got that label though I imagine), maybe we should move the Megaman 9/10 picking apart to another thread or PM? I actually would like to hear more about this sound chip stuff. Perhaps a new thread about 9 and 10's inaccuracies?

No offense, RDW, but to me, you're right in assuming you got that label. Phil expressed how he poured all this effort into the project, and you did nothing but crap all over it, acting like it was all done for you and it wasn't good enough. At least Zan was showing that all he meant was there was still a higher level of perfection Phil could achieve, but he didn't need to. All you've done is [sonic slicer] about how it's not NES enough, and by not adhering to the limitations it's automatically [parasitic bomb].

There, I've said my part.

Phil, this is one of the best Rockman fangames I've seen in a while, and your effort is highly apparent. Who the hell cares if you're slightly out of true NES limitations; your game, your choice. We're just the audience; unless you ask us, we really have no say in the matter. ^_^

At least Zan was showing that all he meant was there was still a higher level of perfection Phil could achieve

I'm trying to say in a sense what Zan did, but I never can get that same neutral and nice way about it. Don't miss the fact that I said it seems like there is potential for the team to actually achieve this higher quality. If I was just trying to be a jerk wouldn't I have said that this project is really crap and the dev's have no hope to fix it? It just saddens me to see potential go to waste, more so than just a crap project.

No offense, RDW, but to me, you're right in assuming you got that label. Phil expressed how he poured all this effort into the project, and you did nothing but crap all over it, acting like it was all done for you and it wasn't good enough. At least Zan was showing that all he meant was there was still a higher level of perfection Phil could achieve, but he didn't need to. All you've done is [sonic slicer] about how it's not NES enough, and by not adhering to the limitations it's automatically [parasitic bomb].

There, I've said my part.

Phil, this is one of the best Rockman fangames I've seen in a while, and your effort is highly apparent. Who the hell cares if you're slightly out of true NES limitations; your game, your choice. We're just the audience; unless you ask us, we really have no say in the matter. ^_^

One thing that would sadden both me and Objection Man is, if/when the 8 bit limitations are fixed for MMU, it won't be fixed for the engine as a whole, if we go ahead and perfect MMU when its complete and impose all 8 bit limitation requirements, that doesn't mean they'll be set in stone.

Our greatest hope is for MMU to be the template for the Mega Man Engine on MMF2. But the way the engine is set out, all the colours and limitations are purely at the mercy of the spriter and programmer, when others start making their own fangame from the engine, it'll be up to them and their knowledge whether the other games will keep to the same 8 bit limitations. I fear many will not. Tragic really.

But these are fangames, and we can all agree that mm10 and mm9 have jumped the shark a tinsy bit with their limitations. I guess the fangame community will have the freedom to do the same. Some fans will want to try something different, and not obeying the limitations is one way of doing that.

Not to take sides, but it appears that Mega Man Unlimited is becoming an icon for the fangame community, something for the others to look up to, I would assume with that in mind, when all is said and done, it might be required to fix and perfect anything that goes beyond the limitations, to help make MMU the perfect example for an "8-Bit" template of a Mega Man game. But I leave that in Phil's hands. Let him continue with what he is doing for now.

The majority of people don't care about such trivial graphical differences. People loved MM9 and MM10.I think that by all means, we should let people do what they want with their sprites and graphics. Having to work within the actual limitations of the NES will turn off many people.

But these are fangames, and we can all agree that mm10 and mm9 have jumped the shark a tinsy bit with their limitations. I guess the fangame community will have the freedom to do the same.

What I'm mostly trying to get across here is awareness of what is and what is not possible. Don't just say "R9/10 did it so we can too", but educate yourself in when, how and why these games do the impossible. When the developers broke the limits, they knew wholly well they were, because they went to the trouble of educating themselves on what those limits actually are. If you can do the same, then a lot of your other observations about the inner workings of classic Rockman should fall into place by a newfound understanding of these mechanisms.

Just because we chose to not to follow the limitations of the originals 100% right, doesn't mean that what we do is utter crap.Like I said, most people don't notice such things.I'm perfectly aware of the tremendous skills of the people involved in the originals and how they have to find clever ways to get their ideas across. Hell we still have to do this, even in the current gen of game developing.But I work on this in my free time. I have a job, a wife and a life. The better way to get my ideas done for me is to leave myself a bit of freedom while still retaining the style. I have many amazing graphical tools people didn't have back then and I intend to use them to get the game done in my own way. Spending the extra time to make sure it follows all the technical limits is just not, in my opinion worth it. Since I don't HAVE that time.If you think the game sucks because I don't follow the rules as much as you'd want, then, by all means, make your own fan-game. Can't wait to see it! ^_^

Phil, I've never let out even a word about quality here. I don't think your game sucks and I prefer it if you didn't read every post as if I were making that claim. Likewise, I'm not forcing you to redo the graphics anytime soon, I'm only telling you that you should educate yourself about the intricacies of these things more. You know, become aware of what it is you're actually not doing for a reason.

Yeah, it sucks when people act like we owe them stuff when we are actually doing this in our free time... : P

Posted on: July 10, 2010, 23:25:58Just for your information, I'm going to be away of the computer for roughly 3 weeks. I need to get my mind off of this whole thing. ( : Meaning there won't be any videos, comments or updates on any of the sites where I usually post. Other than that, I've been making progress on various things since I've had a couple of days of vacation. I've finished animating the final boss' AI behavior in Flash. I've started implementing some of the cutscenes in the game (For example, I've put the Wily Castle map 1 and 2 in there already.) I've updated the title screen music and I still have to replace the stage songs with the new versions. I've also got some of my friends experimenting with programming an engine of their own but we'll see once N64Mario fixes his computer and gets back to work. We should see more progress soon either way. See ya soon! ^_^

Nothing new to report, since Phil is still away on holiday. Work on Yoku Man's stage is still going ahead. I want it to be the best stage I've ever made in my life! But anyway, while I was searching for images to help with my newly redesigned Youtube Channel, I came across this old pic I did for laughs. Didn't want it to go to waste.I call it:MEGA MAN 10 VS MEGA MAN UNLIMITED(http://i168.photobucket.com/albums/u190/dimension_w/Mega_Man_10_VS_Mega_Man_Unlimited.png)

I tried to put all the mm10 bosses above the appropriate MMU bosses that would seem to have similarities to their official predecessors. See if you can point out the possible connections between each one.

To be truthful, some didn't intentionally have any connections, but you did a superb job of coming up with some!

1.) Jet and Sheep: I guess for Jet Man, he does feel kinda left out, as Comet Woman seems to be alot faster than him, but he doesn't really mind as he's in love with her, lol.2.) Commando and Tank: Got it spot on.3.) Strike and Glue: This is one of the ones I didn't really have a connection for, but fast projectiles is kinda accurate.4.) Blade and Yo-Yo: Got that one spot on too. And I would also guess that Yo-Yo Cutter will be a favourite and powerful weapon like Triple Blade.5.) Nitro and Nitro: Who wouldn't have guessed this one? Would love to see who would win if MM10's Nitro Man's AI was pitted against MMU's.6.) Pump and Nail: Another obvious and easy one to guess, yep, both have shields.7.) Solar and Rainbow: Congrats on that one, yep they're both light based, Solar Man uses solar energy where as Rainbow Man harnesses the power of the Light Spectrum.8.) Chill and Comet: This one unfortunately you got wrong... They're both Ice Based Robot Masters!

not at all, comet and chill use ice (see comet woman stage), and sheep man and jet man can fly. but these are best if sheep man replace with rainbow man, but... ok.

so yoku man replace punk, enker and ballade? (i have a sensation that there will be a stage conmemorating the old megaman games and mm7 & mm8 fc style, but i cant predict for now, can arruin the game ::).)

Yes, I know. Now send your fleet to the far side of Endor, where they will stay there, until called for. But yeah, even Argia likes to gender swap RMs, so it's only a matter of time before we can get an official self-gender swapping RM (Sorry RM Stradegy Gemeni, you don't count).

Though, it amuses me that since Jet Man and Comet Woman are made by the same creator, this means that, technically, they're an incestuous couple. [eyebrow]

Well that can't be exactly sure, since Wily reprogrammed some robots in the past and who knows Jet or Comet might be one of those too, I guess we won't know unless Phil gives us some light on this, or he might already have and I missed it. But yeah because I am sick bastard that incestuous idea sounds interesting too. >0<

Yeah, a lot of programming work is being done right now.I'm also converting some art and collision data as well as saving sprites in transparent PNGs too.We will soon have the complete Yo-yoMan stage with enemies...

Yeah, a lot of programming work is being done right now.I'm also converting some art and collision data as well as saving sprites in transparent PNGs too.We will soon have the complete Yo-Yo Man stage with enemies...

Not much to say that you haven't already read on my youtube or DA or website. I'm now working on menu graphics and some more music. Trying to come up with a new song for NailMan since I was never really 100% satisfied.It's hard to get a good feeling for a song for him. For some reason I'm having a lot of trouble to come up with something.Other than that, well I can't wait to have more stages with enemies playable. : P

Not much to say that you haven't already read on my youtube or DA or website. I'm now working on menu graphics and some more music. Trying to come up with a new song for NailMan since I was never really 100% satisfied.It's hard to get a good feeling for a song for him. For some reason I'm having a lot of trouble to come up with something.Other than that, well I can't wait to have more stages with enemies playable. : P

Speaking of music, here's a lovely new full arrangement by Yan Thouin of Tank Man's stage. Its made by his little duo team called Thunder Ninja 3000. Thunder Tremblay on guitar, Thunder Thouin on drum, maracas and sequencing.

If I recall correctly, that's the old MMF2 demo version that is no longer being worked on. Now that Phil has a C Programmer working on MM Unlimited, I expect the game to be totally much more exciting and more playable. :)The sad part is there most likely won't be a Ninji Mode for Starsims. :(

If I recall correctly, that's the old MMF2 demo version that is no longer being worked on. Now that Phil has a C Programmer working on MM Unlimited, I expect the game to be totally much more exciting and more playable. :)The sad part is there most likely won't be a Ninji Mode for Starsims. :(

Good thing: 4 stages are finished! :)Bad thing: no "MegaMan: Powered Up"-styled artworks... :(Also, Phil said that he will release a beta of it, if the stuff of the game gets at least finalized, so just play the actual beta of MKF until the MMU release. >0<

Good thing: 4 stages are finished! :)Bad thing: no "MegaMan: Powered Up"-styled artworks... :(Also, Phil said that he will release a beta of it, if the stuff of the game gets at least finalized, so just play the actual beta of MKF until the MMU release. >0<

He is using C++, right? Because, Powered Up is very hard to create (maybe).

While you are recovering from a computer virus, I think my computer just got busted with one. Thank god I'm on a laptop right now or I would be stuck without a computer. But I think it was a pretty old PC anyway. So I just bought a new one online recently, though it probably won't be ready until next year or close to the end of this year. :\

Anyway, good luck with finishing Yoku Man's stage design. The day I ever get started back on doing a new MegaMan engine, I could probably do a concept design of Yoku Man's stage until I have yours. But I would need a lot of motivation & inspiration to start back up. I'd have to stop being god damn lazy to begin with, and the loss of K.Inafune, MM Universe & Legends 3 is NOT helping me get motivated at all. Or maybe I really am lazy. >U<

Regarding the whole set back this year with Inafune leaving and the cancellation of MM Universe and Legends 3, I'm proud that we still have a huge following of fangames in the works. If I could even arrange such a thing, I feel that perhaps we should all unite and create some sort of network or website to host all our fangames on. Perfect Memories can still be the forum where we commune of course.

It would be an awesome thing to celebrate Mega Man's anniversary too, we could have a facebook page, youtube page and various other things to help broaden the fangame network and attract a larger audience. Its also still a tad early to tell, but before I vanished for a year I proposed the idea to Phil of promoting Mega Man 72 and/or Mega Man TT in the end credits of MMU, perhaps we should promote all the other games too in each of our projects, to support each other.

The sudden burst of fangames made available could prove that the fans haven't lost faith in Mega Man and his fight for Everlasting Peace.

If you guys like this idea, perhaps I'll create a new thread about it where we can discuss the idea in more detail. I'd like to know what Phil thinks too. I've yet to speak to the chap since I returned to the Internetz. I'm still making the finishing touches to my contributions. I'm hoping I can still submit them to the game before its too late.

Regarding the whole set back this year with Inafune leaving and the cancellation of MM Universe and Legends 3, I'm proud that we still have a huge following of fangames in the works. If I could even arrange such a thing, I feel that perhaps we should all unite and create some sort of network or website to host all our fangames on. Perfect Memories can still be the forum where we commune of course.

It would be an awesome thing to celebrate Mega Man's anniversary too, we could have a facebook page, youtube page and various other things to help broaden the fangame network and attract a larger audience. Its also still a tad early to tell, but before I vanished for a year I proposed the idea to Phil of promoting Mega Man 72 and/or Mega Man TT in the end credits of MMU, perhaps we should promote all the other games too in each of our projects, to support each other.

The sudden burst of fangames made available could prove that the fans haven't lost faith in Mega Man and his fight for Everlasting Peace.

If you guys like this idea, perhaps I'll create a new thread about it where we can discuss the idea in more detail. I'd like to know what Phil thinks too. I've yet to speak to the chap since I returned to the Internetz. I'm still making the finishing touches to my contributions. I'm hoping I can still submit them to the game before its too late.

Where does Mega Man Unlimited stand right now? All 8 Robot Master stages are completed with enemies and bosses. Yoku Man stage has yet to be finalised. Just need to do its themed enemies (global enemies are done) and the actual Yoku Man boss fight. Then Phil will feel comfortable enough to finally do a trailer for the game.

Traditionally the Mega Man 9 and 10 trailers always showed just the 8 regular stages and the silhoette of the robot masters. I also have an idea which might appeal to Phil too. I know a guy who can convert video game footage to 3D. Perhaps I may see if once the trailer is ready I could get a 3D version of the trailer done.

Once the trailer is done guys, its on to the Captured Wily Castle stages and its enemies and bosses. Thats the progress so far.

I'm actually quite sad he didn't at least let me beta test this game. Considering I helped him through considering to develop the game, attempted to work on the game with him. But I guess he has his reasons. I look forward to this. :)

What can I say? Great parody and great teaser of whats to come! Only Phil would do a trailer like this, using his first language to his advantage too. Good show, mate. You actually sound better as a french Mario than the original commercial.

And as of today, Jansim, Phil's coder is doing the AI for Yoku Man as we speak. But another detail, Jet Man, Trinitro Man and Tank Man have been given new themes. But Phil assures us they're much better than the originals. They won't be disclosed until the games release.

This game does everything that the NES could not with the 8-Bit art style. I don't care if some things have too many colors or if the number of enemies is sometimes too many that the NES could display at once, or if the backgrounds are to detailed. It's about time someone broke out of that narrow mindset of having to represent the 8-bit art style with arcaic limitations! Qudos, Phil! But be prepared to activate your flame sheilds from the zealots!

I'm new to these boards and this is my first post. But let me tell you something, and that's that I have been playing Megaman since I was 7. When I see something of this caliber, I am utterly amazed. In fact, I highly believe you'll be hearing from Capcom regarding compensation for your work and the possibility of it being ported to consoles via digital download. This might just be the kick that Capcom needs to reinvigorate the franchise. As I was told, Capcom proudly promotes fan works, and they might even be looking to the fans for the Blue Bomber's next journey. A journey which I might add, looks phenomenal. I can't wait to play it and am in high anticipation.

Excellent progress has been made on Mega Man Unlimited since the trailer craze. The latest Facebook post from MegaPhil states this is the current progress of the game at this moment! I have to say it feels closer and closer to completion. I hope it comes out in time for my birthday, that would be awesome!

Excellent progress has been made on Mega Man Unlimited since the trailer craze. The latest Facebook post from MegaPhil states this is the current progress of the game at this moment! I have to say it feels closer and closer to completion. I hope it comes out in time for my birthday, that would be awesome!

MegaPhil has updated with 11 new screenshots from Mega Man Unlimited. Now he's got the weapons coded he can finally show them off in said screenies.You can hop straight to the Screenshot Folder on his Facebook Page, here. (http://www.facebook.com/media/set/?set=a.114335308654040.27951.114325318655039&type=1)

This has got to be like the 3rd or 4th improvement of his stage select theme since I last worked with him on it before I decided to quit. :PDon't see a change from Yo-Yo man's portrait from the last new one. I never really liked his green BG anyway. Think that new one looks better IMO.

More progress on the game, MegaPhil's Todo list is shrinking rapidly. Phil has even released a new mini-trailer, showing off the robot master weapons and a cool new mock NES case and cartridge for the fangame, which can be viewed in greater detail on his Deviantart page.

Here's the how the progress of the game currently stands according to his Facebook page:

This thing got its own news article on Destructoid, but just how far from completion is it, exactly? And seriously, why is this thing taking so long to come together? That's all I want to know. Even Capcom didn't take years to develop a new Rockman game.

Then again, Capcom generally had no less than 15 people working on any given game, rather than a two-man team (Phil on graphics, Jansim on programming, in this case).

Then again-again, some of the best fan games from the last few years have been one or two-person projects and they didn't take years to finish... >_>;

This thing got its own news article on Destructoid, but just how far from completion is it, exactly? And seriously, why is this thing taking so long to come together? That's all I want to know. Even Capcom didn't take years to develop a new Rockman game.

Then again, Capcom generally had no less than 15 people working on any given game, rather than a two-man team (Phil on graphics, Jansim on programming, in this case).

Then again-again, some of the best fan games from the last few years have been one or two-person projects and they didn't take years to finish... >_>;

I blame the fact that we changed engines during development. It may have prevented me and NMario from doing any more contributing, but I think it was all for the better. C++ was a much more professional way to go, plus he's got trusted friends he knows in real life, helping him with it. He basically started again from scratch after so much work had been done on the previous MMF2 engine. So technically development began again only recently in the end of 2010, early 2011.

Its practically finished now. The bulk of the engine is complete and all he has to do is fill in some holes, so to speak. So close to the bug fixing phase now. I think he's made the personal choice not to release a demo. I think its a cool decision, it'll make playing it on the release date so much more satisfying. I can imagine the many LPs and streams of people playing for the first time. Discovering everything for the first time. Knowing so little about the game only helps to give the fans something new to experience with no spoilers.

A perfect treat for the 25th Anniversary. I wouldn't be suprised if Phil fuels the hype even more by releasing it on Mega Man's Anniversary! But I feel like it might be ready before then.

PS. if anyone wants to check it out, here is the actual Instruction Booklet that Phil showed off in his Mini-Trailer.

Then again-again, some of the best fan games from the last few years have been one or two-person projects and they didn't take years to finish... >_>;

Can't blame the Unlimited team for the trouble, that and Mr. Philly is also probably juggling this project with Mega Man X: Corrupted (probably with cooperation with JKB Games), which I think Corrupted should be put on hold for the final stretch of this fan game.

They also could've had an extra set of hands too if they weren't so secretive.

Wait, what? Phil is working on Mega Man X: Corrupted alongside that one guy? I thought it was a solo project. Then again, there's no credits list for Corrupted anywhere I can find. All JKB says is he "currently has five people helping him." A Google search also turns up nothing about Phil being part of that project. I could easily be wrong, though. I kind of stopped paying attention to Phil.

It could just be a blurb, since JKB HAS gotten hush-hush lately. That and I'm not to think that doing an entire fangame with huge effort and doing it alone would be done quickly, think the whole situation with Lucas' Empire that was under lock and key during the entire production, not a single peep was made about that during that time, and it's a possible guess as to why Unlimited is taking so long alongside the obligatory life and engine switch.

And even though he's doing it alone and it looks amazing so far in the case of Corrupted, that should raise a red flag as it too had a similar situation involving lost data. One-man bands without a pre-made engine when it comes to making independent titles will take awhile AND also to be kept secret at the same time, so we don't know when both games are coming out, although many are guessing by the time of Mega Man's 25th Anniversary.

But seriously, that would be pretty nice. I'm not too keen on the songs Phil's done for Unlimited, but the game itself looks rather promising. With any luck, it'll even play so accurately to the NES games that I'll keep going for the Save State button here and there. But if even one thing is out of place... I will know! :3

Can't blame the Unlimited team for the trouble, that and Mr. Philly is also probably juggling this project with Mega Man X: Corrupted (probably with cooperation with JKB Games), which I think Corrupted should be put on hold for the final stretch of this fan game.

They also could've had an extra set of hands too if they weren't so secretive.

Uh? What are you talking about? Those games are completely different projects, jkb and Phil aren't working together. They aren't even using the same engine to make the games...

But seriously, that would be pretty nice. I'm not too keen on the songs Phil's done for Unlimited, but the game itself looks rather promising. With any luck, it'll even play so accurately to the NES games that I'll keep going for the Save State button here and there. But if even one thing is out of place... I will know! :3

You sure are a stickler for accuracy, Joseph! ;) Actually I find it useful. You helped alot when I was trying to get the jumping physics right for the Mega Man World engine. Infact, I might suggest you for the bug fixing phase of MMU when it starts. But I'm sure Phil will be quite picky with whom he choses to test the game. He would want absolute non-disclosure from all who test it.

Welp, I think I mentioned to Starsim you that I actually noticed a four-pixel difference in jumping height between Mega Man and SuperDanny, which kept screwing me up in the levels of SuperDanny 2. Though, when I started playing that game, I'd just come off of playing the Game Boy games where Megaman jumps 32 pixels high instead of 48, so I was all bass-ackwards for a little while. @_@;

As for non-disclosure? The simplest solution I've found to avoid temptation is to simply not even tell people you're part of something with a non-disclosure agreement. Then, people won't ask and you won't be as tempted to say anything. Of course, any feedback I'd want to give would probably go to you guys anyway. After all, you guys are more likely to do something about it if I contact you directly rather than post something somewhere else. (I should probably shoot RUD a PM about his game, on that note.)On a related sidenote, I think Phil's mad at me because I said his music either "needed work" or "was terrible" some time ago... I'm... kind of blunt sometimes.

Uh? What are you talking about? Those games are completely different projects, jkb and Phil aren't working together. They aren't even using the same engine to make the games...

Well, due to the similar development hell situations both projects had, plus how they're done by a small team of dedicated fans. welp, I guess this year we'll be getting fan projects at the 25th anniversary.. But I don't know about what Phil wants to do after Unlimited..

Well, due to the similar development hell situations both projects had, plus how they're done by a small team of dedicated fans. welp, I guess this year we'll be getting fan projects at the 25th anniversary.. But I don't know about what Phil wants to do after Unlimited..

I'm personally hoping he could contribute some sprites (if only a little) for my Mega Man Starbound fangame. One thing he has proven to be excellent at is his tilesets and sprite skills. I suspect he would be willing, as he's already given me and NMario his praise for the Mega Man World project, to which I'm deeply thankful.

I don't know if any of you folks knew but I created a Yoku Man page on Facebook about a month ago. I just recently added some photo folders there showing off all the concept art and screenies for "Mega Man Unlimited", "Mega Man World" and "Mega Man Starbound - Galaxy's Champion". I made sure to pay homage to my many contributors, including MegaPhilX, Yllisos, Koidrake and Cherrykorock.

If any of you folks have Facebook accounts, be sure to like and subscribe to the Yoku Man page, as I'll be updating things on there as well as here.

http://www.facebook.com/pages/Yoku-Man/373187912752365

Its been a busy few months for Phil and Jansim and his new co-workers. They're certainly delivering the goods. I think it was a wise move to change the team and change the engine to C++ because I think it made Phil step back and take a look at the project as a whole and think carefully about how to properly code stuff and how to make things more accurate than any previous fangame has ever dared to try.

Be patient a while longer my friends, as his latest posts on Facebook (and his notes) seem to signify that alot of the difficult stuff is out of the way now. Just minor coding fixes and simple additions need be added to finish up the game: Such as Menus, effects and slight bug fixes.

I think the timing of Street Fighter X Mega Man has been beneficial too. As Phil has been able to play that and use it as a comparison on how to improve MMU. I know one thing that will definately be included in MMU that SFXMM fans have been complaining about: A Save Feature.

I would hazard a guess that it's only a month or two away from completion now! :D

Continually, the Todo list shrinks as the days go by. I'll constantly update this list for you folks and add this to the first post too. Its the best way to ever know when we may see a release date, as Phil is keeping tight lipped and doesn't want to dissapoint anyone. Looks like just menu stuff needs doing now and a few tweaks here and there.

In Progress:

- Final Bosses and final sequence of events. (Only final boss + cutscenes to finish)- Targeting spot for Yoku Attack and Jet Missile. (Only x flipping of offset to fix)

Just want to say I'm really looking forward to this game. Can't wait to throw it on my arcade cabinet down in the game room! I've used MegaPhil's NES style box art to make a custom "Games For Windows" cover. All artwork credit goes to MegaPhilX.

Just want to say I'm really looking forward to this game. Can't wait to throw it on my arcade cabinet down in the game room! I've used MegaPhil's NES style box art to make a custom "Games For Windows" cover. All artwork credit goes to MegaPhilX.

Grrr you have an arcade cabinet!? 8) I'm envious!Thats an awesome box! Just as cool as the official NES one Phil did. If you have Facebook you should post that on Phil's Mega Man Unlimited page. That way he's garunteed to see it and give you the praise you deserve! ;)

Grrr you have an arcade cabinet!? 8) I'm envious!Thats an awesome box! Just as cool as the official NES one Phil did. If you have Facebook you should post that on Phil's Mega Man Unlimited page. That way he's garunteed to see it and give you the praise you deserve! ;)

Yeah, I've been working on that arcade cabinet for quite awhile, always adding new games to it. it's nice to be able to enjoy all the classic NES and Super NES games during my down time. I tried posting the cover I did on the Mega Man Unlimited Facebook page, but it would seem Phil's page doesn't allow photos to be posted on his wall?? I'm sure he'll see it at some point in time ;) Really looking forward to this game as I said before. If I can be of any help getting the word out about this game, I'll be glad to... but it pretty much looks like you guys have that covered. Thanks again for the kind words on my cover. I may do some artwork of my own at some point and make alternate versions of it.

I did it all on my own. The cabinet itself is actually an old Mortal Kombat 2 cab that was not in working condition. The story I got upon buying the cab was that it had been destroyed during a lightning storm... basically all the circuit boards had been fried. Got it really cheap, and it was perfect for what I had planned to do with it. I stripped all the components out, including the CRT monitor/screen. Re-wired all the controls with USB interface, replaced the screen with a 22' HDTV for the display. The brain of the cab is a older Intel Core 2 Duo 3.4ghz CPU that I had got from a local business who were upgrading their on site computers. I spent about $150 in upgrades for that CPU, adding a more powerful GFX card, a 2TB HDD and a Blu-Ray disc drive, as I back more important files up on those just for the simple reason they have more durability then your standard DVD+R. I also use Hyperspin for my front-end. Most home built arcade cabs I've seen usually can be made for a lot less money then what I spent. Most people just use any old CPU that can run MAME. I wanted to emulate other systems, not just MAME. So far I have the following systems emulated on this cab:

There are a few more miscellaneous emualtors on there like NDS and PSP. I'm always adding to it but for the most part.. it's done.

The cabinet has changed dramatically since I first got it... it now sports a Multi-Cade marquee and has been stripped of all the MK 2 decals it original had. The skin on it now is one big cluster of classic and modern video game characters... including a lot from the Mega man series as it was always my favorite as a kid. That's pretty much it. You can PM me if you want to know more as to not clutter this topic. ;)

The game is getting closer and closer to "Alpha" status... Just look at how small the Todo list is now. And those particular tasks look like they'll all be really easy to do in a few days. I can imagine the game may see a release very soon after a short bug fixing stage. Perhaps end of April release? I'm definately excited!

He's perfected the various menu screens over the last few weeks, including an almost fully functional shop. Gameflow is being perfected, so everything in the game is linked together. He's got the Energy Balancer mechanics working, pallete changes for pick ups when Mega Man switches weapons and Save and Load menu's are working!

All he has to do now are a few more shop exclusive items and have them work in the game, a few tweaks to targeting AI for heatseeking weapons like Jet Missile and Yoku Attack, make sure things like E-Tanks an W-Tanks work correctly on the pause menu screen, gameflow so all elements of the game are fully linked, perfect the weapon absorb sequence after you kill a boss and finally make sure the Title Screen works perfectly and goes back to the intro sequence after the music ends....

- Targeting spot for Yoku Attack and Jet Missile (Only x flipping of offset to fix)- Shop Exclusive Items (Spike Shield, Beat Rescue...)- Pause Menu Weapon Tanks Functionality (Selecting a W-Tank and refilling weapon energy)- Gameflow: When MM has obtained a boss' special weapon, that boss shouldn't show up at the end of a stage- Gameflow: Automatically go to next Wily stage after beating one & Play Wily Castle Map cutscenes- Title Screen (95% Done. Only thing left is triggering the intro cutscene after the song is over and adding the logos before the intro)- Weapon Absorb sequence (Can't really do it in cutscene engine because of the various terrain layouts)- Serialization (80% done (Gab))- CometWoman song final polish (Kevvviiinnn - Phil)- (Ending) Cast Medley Song (Kevvviiinnn)- Fix bugs

Re-post of the poster i got when it was made public.Been ready for this game for quite a while. BRING IT ON!(https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/s480x480/313328_481872425213169_1819188888_n.jpg)https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/s480x480/313328_481872425213169_1819188888_n.jpg

Eerrrrrr.... uuhh...... I am pretty sure the scorpion is 100% original to the game. Though I could be wrong. It's just that I can't see them putting any other characters in a fan game that is purely a 100% Mega Man game.

You could ask them if there were any inspirations on the making of the design of that scorpion robot, just to make sure. ;)

I don't know entirely where Phil got his inspiration for the Scorpion, you'll have to ask him. Some fans have stated that it reminds them of a boss in Zero 2?

As for signing up for testing... Even I haven't dared ask, respectfully. It's totally up to Phil as to who he thinks is worthy and trustworthy to bug test the "near complete" version. I'm sure he wants to avoid spoilers getting out this close to release.

But I live in hope that he may still ask me and NMario to give it an early try. :)

I'm just going to be patient. It should be out and to the public soon enough. As long as Capcom doesn't try to make it an item and have me pay for it. But then again, I would do that - if it worked correctly on my PC. Not crazy about having no charge shot available though - I've been charging all throughout the X series and it's like muscle memory these days. Almost killed my anticipation.

I'm just going to be patient. It should be out and to the public soon enough. As long as Capcom doesn't try to make it an item and have me pay for it. But then again, I would do that - if it worked correctly on my PC. Not crazy about having no charge shot available though - I've been charging all throughout the X series and it's like muscle memory these days. Almost killed my anticipation.

I'd pay for this game as well if Capcom were to brand it official. Got to agree with the above comment, not having the charge shot is slightly disappointing , but either way I'm stoked for this to be released!! Who knows, maybe the charge shot is a hidden feature to be unlocked in the game?? Would be cool.

Both me and NMario have been busily looking for bugs in the Alpha Build for MMU. Yep thats right, we have been lucky enough to get to play the game. I can safely say its almost to the point of being completely bug free now. I've played through a few times now to the end without experiencing any bugs at all. Its Completely playable and might I say, I love it! Excellent level design and great placement of enemies. Intense boss fights too. Truly feels like an authentic Mega Man game. The most realistic fangame of Mega Man ever.

At this rate I would say we may see a release sometime by the end of June. Exciting times! I can't wait to see all you guys LP it.

Oh yea. It's going to be so much fun fail*cough*-er playing this game streaming it, seeing other people fa*cough* blind run the game. It's a pretty difficult game in my opinion, but it is fun nontheless.

Yea, I must be rusty. I admit I have failed so many times playing this game legitimately as an alpha tester. :P

Phil's approached some new game companies for more work (cos unemployment sucks). Apparently, his potential employers had a requirement, he could work for them so long as he didn't have any side projects going. It sounds unfair but I bet this is common in the game industry, probably contractual obligations to help prevent conflicts of interest.

So all that really means is we'll have to release MMUnlimited earlier than expected. (Its kind of a good news/bad news thing). Of course this'll excite the fans that its coming sooner, but the bad news is, it may mean some bugs may more likely slip through our fingers, cos of the reduced amount of bug fixing time.

Nevertheless, I must say our team of bugfixers have so far done a bang up job. We could be being paranoid. We may get rid of every bug in time anyway!

"I can safely say its almost to the point of being completely bug free now."

That's really good enough for me. N64 Mario talked about how damned hard it was, not looking forward to that part of the game but I'm sure with time I can finish it. I'm not going to judge Phil's character too much, but wouldn't it be better to finish this project before approaching another game company?

And why in the hell would Phil want to work for company X anyway? It is game COMPANIES that are ruining gaming. This corporate model is responsible for destroying the Mega Man franchise as it is. So Phil's going to work on some vanilla MMO or FPS because that's all that sells these days, instead of taking the independent initiative and coming up with something meritable? Pathetic. But I guess I can't blame a guy who's just trying to pay their bills, and as I've been told many times before... "Everyone has their price."

It is a conflict of interest. As far as I know, some companies that I know of do not allow workers to work on their games or even mentioning of such policies to the public. Imagine if someone makes a non-profitable game similar to an existing game in the company, players would rather get the free game. Hence, this is done by companies to protect their own technology and to avoid issues and complications. Hope this explains a little.

According the Phil's Facebook updates, everything seems to be moving right along with the game. I believe I read it's now at RC status? This is good news and I'm stoked to play this! A big thanks to all the people involved testing/bug fixing to make this happen.

Edit: While typing this post, Yoku Man has just chimed in with some great news!

According the Phil's Facebook updates, everything seems to be moving right along with the game. I believe I read it's now at RC status? This is good news and I'm stoked to play this! A big thanks to all the people involved testing/bug fixing to make this happen.

Edit: While typing this post, Yoku Man has just chimed in with some great news!

Don't you mean, Ninja'd?...... Or is that Yoku'd, or Yoku Block'd in You Man's terms? But yea, it seems that Yoku Man pretty much Ninja'd you. XD

Just a reminder to everyone, but this game releases on my 28th birthday. It's literally the best birthday present that I could ask for, even though I have to be at work at 6am that day for mandatory inventory. As soon as I get home though, it's off to download and finish MMU!

MegaphilX, and all other team members of past and present who worked and helped on the project, Congratulations on finishing this game. I've been keeping an eye on it for a few years now.

The release date (July 14, 2013 which is this coming Sunday by my calendar) )makes me a very happy person as my work week ends at 7:00 in the morning (I work nights) on that day and I'll have two nights off to follow. You can bet I'll be getting my hands on this game and playing the hell out of it. :) Because of this, you've given me something to look forward to when I clock out and head home on Sunday.

As of this post... 19 Hours left till MMU is released! It'll be available around 11:00am Eastern Daylight Time, aka 4:00pm British Summer Time.

Remember its free for download at megaphilx.com (http://megaphilx.com), I think there'll be various mirrors available to try and avoid any server crashing from the huge onslaught of downloads that will surely ensue.

The Soundtrack should be made available in a few days, to avoid any spoilers.

I'm playing the game now. First thing I'll say right off the bat is that I love the Controller Mapping functionality. It's nice to be able to map my POV buttons on my controller for directional movement. :) And now... Resume Carnage (sneer).

Posted on: July 15, 2013, 02:06:33Well, I took down my first Robot Master. I decided to be a trooper (or rather, a glutten for punishment) and went after Rainbow Man first. I felt like this game was worth it and I was not disappointed.

For some reason, my POV controls on my controller were a bit wonky at times. So, I had to use Xpadder to help me out with that. Otherwise, it worked real well.

Quick Man's stage aint nothin' compared to Rainbow's. I lost track of how many times I died on the stage. However, being that there were available bolts (albeit only a few), I was able to acquire enough to get 4 energy tanks (max) at the shop which helped tremendously in my battle with Rainbow Man.

Rainbow Man fight only took me one try and that's only because I had energy tanks on hand that I purchased. I used 2 of them in the fight. I won't say how Rainbow Man's strategy was because I don't want to spoil it :) .

The stage colors were very vibrant and while it was very challenging, it was also fun to learn how everything from the laser beams to the big triangular spread lights worked (in particular, being able to redirect them with your buster shots if you hit the light source that fires the beams out although that can backfire if you're not careful :) ).

3 robot masters down! Gotta say I'm loving this so far! Thanks to everyone involved for making such a kick-ass game! I threw it on my HTPC and it looks really cool on the big screen! Looking forward to the soundtrack release as well!

Yes. Let us work together to fix this horrible pixel art.Honestly, who thought this was passable? I've seen worse, but sheesh...(Says the guy who utterly butchered "Stop the Calvary" in Mega Man Christmas Carol Remix and said "That's good enough.")

That aside, not even a minute in and I've already found two bugs:- Megaman's shots are a pixel too low compared to where his buster sits.- If an enemy takes damage when it's partly off-screen, it may not flash right away. I hit a Shield Attacker in Jetman's stage, for example, and it flashed white only after it flew back my way and started turning back.

Otherwise, so far so good. I've only played Jetman's stage up to the very difficult mini-boss so far, but even playing with a keyboard, everything feels pretty good. I'll do more thorough testing later on. If I can be bothered.

Downloaded and spent a bit of time with it. I noticed it does the same "throw one steep difficulty curve midway through the level" gimmick as RM9, but it has a lot of good ideas for levels and enemies I either haven't seen in a fan-game or haven't been used often.

I also swear the game erased my save data at one point, I collected 48 screws, saved then quit out of the game; said save's no longer there. 8U

I also have to say I agree with Joseph Collins on the way Light and Wily are drawn in the intro. While the color choices aren't bad, the faces are a bit on the awkward angle.

So far, this is shaping up to be a classic. I'm really liking this. Vibrant color schemes, great music, and some interesting gimmicks (such as the glue in Glue Man's stage).I just finished taking down the last of the 8 robot masters and am in what's left of Wily's Castle. I'm getting tired now. So, I'll probably wait until tomorrow to tackle that.

That's something I'm a little curious about. Why does it take so much memory to house? Granted, it's a far cry from the likes of say... Farcry, but I mean, Street Fighter x Mega Man was about double the size of either of the Wii games, but this is ten times the size of that! Rockman 7/8 FC were a little bigger than the Wii games, as was Day in the Limelight 2. Both the modern SuperDanny games are around that size, too. In contrast, Perfect Harmony's most recent version is about 105 MB in size, but it has an assload of content, huge sprites, ridiculously complex backgrounds, and lots of non-8-bit special effects.

As far as the topical game goes, the main culprit here appears to tbe the "levelart" file, which weighs in at 132 MB. Why? "guns" (which I assume is either just the player weapons, or all projectiles for all active sprites) comes in at 78 MB. "cutscenes", "gameobjects", and "menus" of all things are all over 10 MB in size as well. The other three files, "cutscenedefs", "levels", and "misc", are all under 1 MB.

So my question here is, why is this game, which should be roughly the length of Mega Man 4-6 (at a guess), so damn big in file size? Even if everything except the music was left as raw assets (GIFs, PNGs, etc.), I genuinely can't imagine how it could possibly be that big. Did you leave the music and sound effects as full, uncompressed 16-bit 44.1 Khz sampling quality WAVs or something? I almost want to say that would be justifiable in case this game was picked up commercially... but I'm pretty sure that Ogg format doesn't require a commercial license to use in profitable projects and it's just as efficient at WAV, but much, much smaller.

Firstly, before even playing the game I am completely perplexed as to why the game is over 300mb in file size. Not only that, 500mb of ram?? What the hell is going on behind the scenes to do this? Incredibly sloppy programming and design which ever way you look at it.

I was looking forward to seeing how the level design worked out, since that is supposedly what Phil's job in the industry was. Maybe I heard wrong, since that was the worst aspect of this game by far. There is little to no consistency or moderation in design. Everything is either cheaply hard, or so easy to pass that I question why it's even there.

Difficulty is the core issue. This isn't challenging, it's just cheap aggravation. The game is filled with it, and barely any legitimate difficulty can be found. Included with that, the enemy damage is way too high. Especially contact damage on the bosses. As far as I'm concerned it's a broken game right off the bat like this.

What's worse is even progressing doesn't help to balance this out. Weapons are fairly useless overall, and consume a huge amount of energy. C Dash, N Shield, and N Blast are really the only useful things. Often times you find that you need to hit the boss with every shot of their weakness to kill them. Miss one, and you're left to chip away the rest. As an aside, the boss weaknesses were very loose in logic, and their powers didn't always quite match their theme.

Music is not really what I'd expect out of a Megaman game. Better than the early concept tracks, but still fails to capture the essence of it. No track caught my interest.

Visually I don't see the point of having used NES style graphics. The NES style attributes and limits were obviously ignored in full, save for very few instances. It doesn't even looks half way believable, ruining the whole retro persona. Should have just gone with another style, or something original.

With the myriad of glitches and balance issues, it's hard to believe that this game has been in development for 4 years.

As a side note, I'm not quite sure the developers knew exactly what Trinitro is. I can see why they wanted to change the name, after Megaman 10's release, however this rename makes absolutely no sense keeping the same theme of the level.

Oh well, guess I'll go back to playing Megaman Revolution. Had a blast playing it though with Megaman. Now to take on Bass.

I'm writing my review of it based off of commentary I sent to OBJECTION MAN as I played it so I wouldn't forget any details.

First thing I was presented with was a loading screen. Although it didn't last long, it lost points with me for even being there because I made Mega Man Revolution and it didn't require any loading screens. :p

My next gripe is that the game required 500mb of RAM and 300MB of disk space. Why on Earth it cost that much in resources is beyond me... I'll admit some graphics were awesome like in Yoyo Man's stage (although the problem with them and the enemies is, only one or two things of them were actually in the theme of the robot master) but I don't think it warrants 300mb of disk space and 500mb of RAM. I'm not saying MMR is the best thing in the world but it only takes maybe 60MB of RAM at most during play. It might be more, I just opened the project real quick and checked the debugger on Sand Man's stage which seemed to be the most CPU intensive for my computer.

Now comes the intro. The music nor the graphics looked anything like something from Mega Man. Dr. Wily in the first shot looks like a lobotomy victim... what, with the gaping maw and dopey eyes? The picture of Mega Man after that by himself actually has compression artifacts... how did that get by the designers? I can understand the picture of lobotomized Wily getting past them, but compression artifacts? You know, those junk pixels you usually see in a badly compressed JPEG?

Now for the title screen. The art is impressive but the music sounds nothing like a Mega Man song. It sounds NES in style and composition which is great, but not Mega Man. Then while I was writing this in my commentary to OBJECTION MAN, the intro started playing again and enter didn't cancel it like it starts the game at the title screen. I had to press random keys on my keyboard until I guessed space bar skips it.

The default control scheme, which I used because I heard the control setup is buggy and didn't want to risk it because you can only save and exit, was very awkward to use. It put my index and ring fingers in an awkward position. Carpal tunnel ahoy!

So I picked Trinitro Man first because my friend said he has a very interesting gimmick in his boss fight. Mega Man did not control like the originals. He walked faster than I remember and his walking animation was slower than I remember so he looked like he was gliding across the ground. I soon wondered why a weapon energy capsule was right at the start of the stage because I don't believe the robot master stages in this retain the amount of weapon energy you had when you beat the last stage, but I honestly don't know because I couldn't get past the first checkpoint in any stage (except Trinitro Man's) apparently as it always started me at the very beginning of the stages except one instance where it actually started me somewhere further than where I died. Mega Man can't charge at all in this which is a huge gripe for me considering it was supposed to be Mega Man 10 when everyone thought Rockman & Forte was 9. Which Mega Man could charge in R&F. I also hated how Mega Man couldn't charge or slide in 9 or 10 because the only explanation you're given is that Mega Man fell out of practice, which shouldn't effect a robot unless they're more human-like than the Mega Man series makes out the robot masters (including Mega Man, since he IS a robot master along with Roll). At least Mega Man could slide in this, which was a plus and was apparently required to get past platforms in Trinitro Man's stage. Enemies do not disappear and respawn correctly when they're scrolled off the screen and their spawn point is scrolled back on the screen respectively like the NES did. Phil said the game was supposed to be NES accurate on the Facebook page so that lost points for me. Then I ran into a huge scorpion robot that should've been on a black background due to how large it was. I'm pretty sure it was much larger than 8 sprites horizontally, which even by itself should've caused some sprite flicker. It was at this point I got my first game over which I never had this much trouble with a classic Mega Man game. The explosive drops of what I guess is nitroglycerine were pretty cool, including where your shots made them explode. I liked his attention to detail, but he failed to notice the detail of the NES's capabilities. I got a game over on where you had to slide on the platforms that were shot into the air quickly which was absolute bullshit, followed immediately after by another part of absolute bullshit. At this point none of the enemies looked like Mega Man styled enemies. This was the point where I spawned ahead of where I should've been and then got another game over immediately after. I was also thrown off by how projectiles and such get destroyed on you even while you're invincible.

Next I tried Glue Man's stage, the music did actually sound Mega Manish, albeit somber but I guess that's expected with a song called "Tears of Glue" and I enjoyed it the most out of all the songs I heard. I had to guess that the ladders in this stage were ladders so I made a leap of faith (literally speaking) and hoped what I saw was a ladder and would impede my fall while I held the up key. I thought the little glue ball enemies who rebounded your shots were honestly very cool and very innovative. They even kept you from firing more because the shots counted against the maximum of 3 shots on screen at once for Mega Man. Although at one point one ended up shooting it's own allies. I take it the shots were shot off based on what angle you hit the glue ball robot? I also ran into a met that would spawn into three mets. But it seemed like all they could do was shoot once as they got on top of each other but I don't know if they shot more because I tried to get rid of them as quickly as possible because the game pulls no punches with a ton of sucker punches and cheap shots. The glue platforms I thought were really neat, although they quickly wore out their welcome as much as they were used. The glue conveyor belts were also a cool concept in their own right.

At this point I got another game over and decided to try Yoyo Man's stage. I was very impressed with the graphics in this stage as I said, even if they may not be NES authentic to the console's capabilities. I netted a game over quickly on this stage as well...

Then I tried Comet Woman's stage. It wasn't as visually impressive as Yoyo Man's stage but the music on it was better than the version I heard on youtube while waiting for the game to download. I got a game over quickly here as well and that's when I ragequitted because the enemies do way too much damage.

This covers pretty much all the commentary I typed in text while playing it. The fact I probably got game overs within two minutes of starting each stage is enough testament to how the difficulty really needs rebalanced. I give the game a 4/10, it's not the worst thing I ever played in fan games, but it is way off from the greatest. I can see how someone other than me may enjoy it however so I'm not going to write hate text about it anywhere. If the game's flaws were improved, I would give it another chance, that's for sure.

Well I didn't play through any of the stuff I didn't mention. Glue Man's theme I really liked if I wasn't clear in the last post. You don't hear too many somber songs in Mega Man outside of the Wily stages.

EDIT: I just found out something intriguing. n-mario said the quality of MMR wasn't all that great compared to other games, then just now I went on a website and saw him trying to hype up Mega Man Unlimited which he had a hand in making. I think it's OK to try to make your own stuff look good but saying things like "this will blow all other games away, I worked on it" (I'm paraphrasing) is heavily biased for your own work and should hold no merit with any sensible person.

SECOND EDIT: I tried playing the game with Cheat Engine codes like the permanent invincibility code and I think it really says something that I am still getting game overs due to all the instant death traps. I am starting to appreciate the layouts of some levels but the overuse of the one hit kill traps or things that cause you to get thrown into them or whatever made me ragequit again. The levels definitely need more checkpoints. I died at one point in Tank Man's stage and had to spend like 3 minutes getting back to where I was and it was an especially difficult to navigate part.

Yeah, the memory thing is really scary. Peaked at 96% CPU use. PC was getting noisy so I figured I should quit. Maybe if there's a lighter release in the future I'll play through the whole game.

The little I saw was pretty good. Glue Man's stage had some interesting platform gimmicks and enemies. The game is colorful, controls are responsive. Clearly you put a lot of hard work into this project.

I do agree with the posters who said levels might be too long. I don't mind the difficulty or the spikes, I just felt I could use a breather every now and then so the level wouldn't feel too tiring. IMO, the first time through you should be able to reach the halfway point in one life, and at least enter the boss gates in 3 lives.

Hey there! I was the lead tester of Mega Man Revolution, recently beat the game without use of refill tanks and wanted to weigh in. (I was also the guy on facebook who said I would punch Yoku Man in the face, and I totally did - no e-tanks or Rush abuse or weakness weapon but I admit I had to look up where the U was, so if you are reading this, Yoku Man creator person, consider their face punched like twice already unless you want to count the U letter lookup against that, so instead I slapped their face with like four fingers or something in that case.)

I'm going to stream of consciousness this, because I'm still on a high from getting through the game. It may not be terribly succinct, maybe slightly less objective, but paradoxically, probably more honest. I apologize for the long walls of text, and also very minor spoilers. I tried to be as discreet as I could in this and only said what I felt needed to be said to communicate what I mean. (I'll edit this with proper spoiler tags once I figure out how, though I don't think they may be that necessary here.)

Some backstory, the day this came out I decided not to sleep the night as to reset my sleeping schedule. This probably proved to be a mistake, as it made the early goings fairly frustrating with my compromised reflexes and judgment. I went to bed after being on Wily 1 for a long while, thinking that trying to beat the game after 24 hours of no sleep was probably a really bad call (it was, as I kept misunderstanding what the boss was doing in my sleeplessness but coming at it fresh I picked up on what needed to be done). Then I started fresh when I woke up after 6 hours of sleep, with the weakness loop starting at Tank Man. If I had to take a guess I think it did take me 16 hours-ish total of playtime to really make it through.

I'll skip mention of the NES limitations issue since better informed people on the subject have already weighed in. I feel the tilework is generally really cool if sometimes a little inconsistent in details, but it could be the times CHR limits are stretched/disregarded might color my opinions a bit - still, I should say I like it. Some of the enemy designs really made me have a great laugh, I like them despite the obvious palette limit breaks. The guy with the suitcases is probably my runaway favorite.

As for music, it's all good to me aside from the somewhat jarring change in 'feel' between tracks that were primarily Phil and those done by the rest. Phil is an adequate composer, the others are genuinely amazing. I will make a significant disclaimer here in that I pressed fifthindependent to keep Pyre Man's music the way it was in Mega Man Revolution because its (to general consensus post-release) annoying chorus really truly grew on me as I played the game over and over in testing, so my taste may genuinely be in serious question (also, I'm really sorry if that stage theme really did make you cringe, I can't envision the stage without that chorus playing now). That said, there were no tracks I hated or disliked, plenty that I loved, and others I would still like to listen to from time to time.

In terms of control, my keys sometimes stick so I don't want to fault those incidents on this game, but it does sometimes feel that hitting ledges is inconsistent (you hear the landing sound but Mega Man falls off anyway) and depending on the velocities of what you're jumping off of, you can get caught up on stuff moving upward (a huge deal for one later boss). Sometimes I also appeared to jump instead of slide, which did kill me in some places - some have said that the game has some trouble reading diagonal directions and this may be what's going on as I'm holding down and forward when I slide. Not quite as tight as it could be, perhaps, but ultimately I got through the whole game so there's no super dealbreakers here.

Level design-wise, it really does feel like there is an effort to make every room and space meaningful, that there's something in there to do/deal with/find. It can get overwhelming, as others have mentioned - some sequences do feel incredibly saturated with elements, but I only felt at a complete loss occasionally. When mistakes were made, most of the time I knew it was me or a keyboard arrow sticking and not the controls (which I guess also means 'me'). I feel a decent majority of ideas are well communicated as to what they do, and it feels like there was an effort to use those ideas to the fullest extent that they could. I think I liked it a bit more than some of the others here have said, and eventually overcame most of the difficult parts with familiarity and can appreciate a many of the decisions, if not all of them.

The biggest issue I have is Rainbow Man's stage. It is extremely trial-and-error, and I think it highlights a problem with the Quick Man lasers in general. When you know what you are doing, it might be a bit exhillirating to get through a space frame-perfect (you basically have to), but knowing what to do takes a lot of tries, and there isn't much time to reflect on what you did wrong or what needs to be done when you mess up. The problem is, if you slow the lasers down at all, they lose any meaning as a threat (as they more or less did in one part of the stage) - it's an element that only 'works' going that fast, and when you already know what to do, which first-time players won't - especially if they picked that stage first as I presume a lot of your fans on Facebook did. I feel it's an exercise that proves that Quick Man instant-death lasers are not fun to learn or deal with, and something we can probably safely leave in the past from here on out. (Also Ripurakons suck and are the most annoying thing in the quantities you see them in that stage, but they take a backseat to the lasers.) I have no idea how I managed to clear this when I played this sleepless, because holy crap.

I'd also really like to divorce the need to use Rush Jet towards the final stretch of Wily Stage 1, as if you die at a certain point and run out of energy, all you have to farm back energy with is with a Red Guardian. If not this, consider adding one of those shield telly spawn things around there to help with getting some energy back - there's a few in small platforms areas some ways after that which is good, but there needs to be one there too. There runs the risk of making the platform stretch too easy to cross with unused Rush Jet energy, but it's still incredibly annoying and time-consuming to have to build back up energy from that checkpoint if you run out entirely.

There was one jump in Jet Man's stage that pissed me off where if you are going at a decent clip through that part, you will inevitably be hit by the blue bomber jet thing that passes by. It was not clear to me that they came in a timed interval rather than a locational one. If possible, some audio cue or even a flashing arrow might be kind of cool for more of an 'organized airport' feel and might make it more clear that they are coming in a certain rhythm. Also I sometimes had trouble jumping off corners of the tread platforms for whatever reason, not sure if I can blame that on the game or me.

As for Trinitro Man's level, sleepless me flipped the bird to one part of it and went the other way. The more awake and alert me hasn't attempted that part with all the nitro platforms arranged in a precarious way to the center ladder with the 1-Up to the right since. I keep going that other way. I'll have to try it again soon, but I'm really comfortable with that other route now.

What is even the point of the other route in Glue Man's stage? If there's nothing interesting or cool there other than that one difficult stretch for the sake of stretching out that particular element of its level design, I say seal it up or replace it.

To speak of an example of good design, Yoku Man's stage is one of the really good ones. The platforming is difficult, but not unfair. If you pay attention, you will see what's going on ahead, and that is very important. I never felt the rug was truly pulled out from under me in an unfair way, and the parts that required guesswork only cost time instead of health or lives. I watched what was going on, I dealt with it with confident jumps, and I got through just fine - there were a handful of deaths from a few bad judgment calls or going a bit too slow, but I never felt overwhelmed in the least. I think the only mark against it is at the very end, where it seems to me (for now) that damage is unavoidable unless you use something like C. Dash to get to another ladder and then climb up quickly (which I didn't think to try until I wrote this), but beyond this, this is probably the very best stage in the game in terms of challenge. It just felt completely right, and earns its distinction as a great bonus stage.

I think I really liked Wily Stage 3 too. Without going into too much detail, I feel it makes use of the gimmick in such a way that I am now totally satisfied with its use and that its fullest potential may have been explored. I did get stuck and frustrated on all the Wily Stages for a while for various reasons, but now that I know how to navigate them somewhat reliably I think this one was my favorite of the lot, though it isn't quite to Yoku Man's level of communicating and executing ideas. There are a few blind moments that set this back a bit, but this and Yoku Man's stages probably make up my legitimate favorites in terms of designs and ideas.

Weapon-wise, now that I've beaten the game and know what happens where, I will likely find uses for a lot of them in a future given playthrough - in theory they feel all decent on paper (except for one) but I admit I was conservative for the most part in using them as I am generally like that. Yoku Attack really stood out to me in the latter parts of the game, C. Dash helped with some tricky jumps and green stompy enemy placements (the energy cost here is truly justified to me), N. Shield is one of the better shields but doesn't have any easy indication that it's about to expire. J. Missile did help nail a few small enemies I was afraid of approaching. Unfortunately, I feel the Yo-Yo weapon all but outshines Tank Man's weapon simply for its ability to be aimed, where Tank Man's felt unreliable for hitting stuff below you (which feels counter to its function of throwing projectiles everywhere). The rest I don't have much of a strong opinion on, though I'm surprised I didn't use Glue Man's weapon so much, there's probably some interesting shortcuts I could take with it if I looked hard enough.

Boss-wise it's all over the place. Some bosses feel way too fast to be really fair to fight without their weakness weapon (Glue Man), others feel just right if kind of easy once you understand what to do (Tank Man, Yoku Man, and Trinitro Man who is my favorite to fight because there is always risk), and yet others are tough/grueling but not horrible (Jet Man's superfast missiles, the scant little amount of time you have to harm Nail Man outside of weapons). The Wily Stage bosses are a special kind of nasty in ways I'm not sure I like, the first only because any single mistake will kill you despite having a very fair pattern otherwise, the second because it can be tough to properly time/space the way to avoid its kill attack without yourself getting stuck to it even as you are moving away, the third because it is difficult to read the pattern without split-second recognition. The second phase of the final boss is the worst of the bunch by far: there is one attack where it is not clear at all as to how to consistently avoid it - you either have no time to really get out from underneath it, or there's no easy way to guide it so you have an opening, and the way it moves in the phase after that is completely obnoxious to read and deal with, where avoiding damage requires the use of the C. Dash (especially if it jumps at a weird angle) and actually getting a clean hit is almost luck based. It also forces you to use special weapons to hit them at all, it feels like, which is something I'm not sure I agree with. I'm sure as I play the game again down the line I'll 'get' the bosses and be much more comfortable with buster dueling them in general as well as better appreciate the hows and whys, but on the onset there is a lot of hit and miss in terms of fairness in the patterns, and the speed of which they throw things at you.

In terms of weakness order, I disagree with OBJECTION MAN and feel that fighting style-wise most of it feels about right, if not so much 'elements' (and so that does mean to a first-time player there is some real random guesswork to be had but things click as you fight them). Glue Man's weakness makes complete sense in regards to his AI, Nail Man's was ambiguous between a few on the onset but the one that does do bonus damage feels correct. Comet Woman's is one of the ones that feel a little random, Yo-Yo Man's becomes obvious once he does one of his specific attacks. Those are just some examples without spilling exact details.

All in all, well, I did get very frustrated (especially when I thought it was a great idea to first play it on no sleep). I can agree that this is very difficult from how compact everything is put together, and in some cases probably way way too thick. I would have probably finished sooner if I used tanks, or spike shocks, or Beat whistles, or any of that, but I was particularly stubborn as a matter of pride and ultimately felt good at getting through, if embarrassed at how long it took. Sometimes it takes too many tries or too long to really understand all of what's going on in a scenario, if there is anything to truly be understood. This is going to - and has - turned off less patient players. When I step back and see how everything was put together, though, I can understand many of the decisions made even if I do not ultimately agree with all of them.

For what it's worth, I don't regret my time spent, only regret how long it took for me to get through it the first time! It will probably be a while before I want to play it again, though, because it really is that intense - especially in the final stretches where you really can't stop and take a breather at all. It is a memory hog and leaving it going in the background is probably a bad idea, so it's a hell of a commitment that I'm not sure I'll be ready to make again for a while.

Despite whatever disagreements I might have with design choices for some of the levels and bosses, I thank you for taking the time to provide all this. More Mega Man is always good, and every fan game has something to offer no matter its production values. This one is no exception.

For those who scroll to the bottom: don't play this game on sleep deprivation.

I see that when you save your game and exit out and then back in, it saves what level you were at in the Wily Fortress so you don't have to start all over again. Nice job on that. I like that feature a lot. :)

Just so anyone interested is aware, I'm compiling a personal list of glitches and complains as I play through the game. Right now, I've beaten Jet, Nail, Yoyo, and Rainbow, so I have all those stages (and their content) noted. Funnily enough, Rainbowman's stage was the only stage I didn't find a single bug in, so far. All other stages had bugs, but all the stages so far got complaints out of me. And not little whiny ones like "this game is too hard" or "that jump is too far". I'm extremely familiar with how the Rockman series works, and what I've played so far has been mostly okay, but at times, very irritating. (Jetman second mini-boss, Rainbowman stage entirely...)

I'm kind of excited to see what the rest of the game is like, but at the moment, I'm too hungry to let myself experience the stress. So I'll probably continue after I eat, or later tonight, or whatnot.

Okay, I'm pretty worried about even downloading this considering how much of a CPU-eater this game is from what the others are saying. As kuja killer said, not even RosenkreuzStilette is that demanding, and when it comes to the Mega Man fangames I've played -- RosenkreuzStilette and Freudenstachel, Mega Mari, Ragna Chronicle, Touhou Koukayaku: The Game, Rockmen R: Dr. Wily's Counterattack, Touhou Rock Maiden (from the same creators of Rockmen R), Mikuman X and Mikuman X2, Rockman 7 and 8 FC -- none of them make my brother's machine hum loudly. I don't mean any offense at all with me saying that, but low-end games shouldn't make computers work themselves to death.

Well, I'll admit that I used Cheat Engine to hack for bolts. Couldn't get the invincibility because I'm just now learning the thing, but playing with 999999999 bolts certainly makes things fun. Yes, you heard me right - fun. Before, the game was aggravating in every way, shape, and form. To Fifth Independent, I'll consider your game quite superior (and I just downloaded that nifty 7.0 update today) and this thing nothing more than unnecessary roughness packaged in a shiny tin box.

It might "look good" but, it makes me think of pop music. Lots of image, no substance. The game is ridiculously hard and though MMR was a bit challenging, it felt fun. This is just endless frustration. Who in the hell ever heard of putting a save point right before a mid-boss and not one after it? So if you beat the boss, guess what? Die and you gotta fight the damn thing all over again. That pissed me off to no end.

If MegaPhilX and crew wanted to make the most difficult Megaman game on the planet, they've come very close aside from doujin versions. Folks, Rosenkreutz Stilette is easier than this. Much, much easier. And yes, I've bought both of them. If it's got something to do with Megaman or contains Megaman elements, chances are that I have played it (and am in the process of loading all these to my YT channel very soon.) This game released on my 28th birthday and was a completely disappointing and over-hyped mess.

I downed Nail Man, Comet Woman, Tank Man and Yoyo Man. Glue? Those platypi are a pain in the ass. And yes, it's platypi - not platypuses. At any rate, they were a real pain in the ass. Not to mention the fact that every goddamned thing in this game takes off a chunk of your life bar, and then when a wounded Megaman gasps for a energy pellet, the pellet simply laughs at you and says "What? Did you think I was actually going to do anything for you? How do you like two more notches on the bar? You're welcome."

Then you call Eddie and he's like "Well, I know you don't need all these weapon energy pellets, but here they are. What? You were looking for life energy? It isn't that kind of game, man."

Beat's constantly having to save your ass, Dr. Light might as well just leave the cage door open. And Megaman curses "Why in the [tornado fang] are there so many bottomless pits? Has this guy got a fetish?"

Dr. Wily looks like you could put a hockey puck in his mouth. Dr. Light and Megaman do look alright as far as artwork, but a friend of mine complained about Megaman's eyes during the intro scene. They're off. And why does the robot who stole Dr.Wily have Trinitroman's eyes?

I had no idea why the game needed to load, why the music was so off in some sections (my friend was losing his [parasitic bomb] over the Comet Woman theme, and I personally don't like the boss music at all, as well as the questionable victory music) though I almost caught myself putting death metal growls on the Trinitroman theme...

Hits and misses, so far. While I'm interested in the story (virus infected robots = Roboenza = Maverick Virus) and how it seems they're trying to patch MM10 to MMX, it just doesn't seem like the ideal patch. Great ideas were used, but let's face it - not all of us are professional speedrunners and game pros. Some of us just want to have a good time and this is NOT what the game offered me. Nevertheless, I'll continue playing it until I just get incredibly frustrated and decide to play something else.

Megaman Unlimited offers unlimited frustration, unlimited difficulty, unlimited use of the f-bomb (or a word I used much more frequently that entails a deity to condemn a boss, object or precarious situation that I was facing) and unlimited disappointment, which will echo in the annals of Megaman history as the most difficult Megaman game released in the United States apart from rom hacks.

But, there is still Megaman Revolution, Megaman X Corrupted, Megaman X: Eclipse, Megaman 42, Megaman Maximum, Megaman Eternal and Megaman 25th, just to name a few... The blue bomber isn't dead yet, and one unlimited mistake won't be his undoing.

Damn. And I thought MM9 was hard... I seem to have misplaced my middle finger and really need to use it right now.

Oh yeah, I also wanted to weigh in on stage length since I saw some people complain about it. I actually thought the stages were as long or a bit longer than classic Mega Man stages. I think what made them seem too long is you have to tip toe through the stages due to their difficulty and the fact checkpoints seem to be broken.

"Nitro Man" was the guy's original name, an allusion to nitroglycerine (shorthand: NG) also known as "trinitro"glycerine, hence the rename. But you and I know both know people are going to instead relate that name to trinitrotoluene (shorthand: TNT)... Phil's decision to call him by such an ambiguous name as TrinitroMan is "basic chemistry" on those grounds (as well as thematic naming fail). He should have avoided TNT comparisons at all costs.

Let's compare the two:

NG-Symbol written on all the containers in Nitro Man's stage-Primary contact explosive-Liquid form at room temperature

TNT-Secondary explosive-White powder at room temperature

Nitroglycerine/Trinitroglycerine is the intended theme, whereas the Trinitrotoluene simply has NOTHING to do with the boss in question, nor his stage. Another rename is therefore in order to avoid the immediate confusion.

Also, though one may question the feasibility of storing an unstable and explosive liquid inside a sentient robot, I'm going to give Phil the benefit of the doubt on that one. High-tech sci-fi explosive storage? OK, why not.

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Mega Man can't charge at all in this which is a huge gripe for me considering it was supposed to be Mega Man 10 when everyone thought Rockman & Forte was 9. Which Mega Man could charge in R&F. I also hated how Mega Man couldn't charge or slide in 9 or 10 because the only explanation you're given is that Mega Man fell out of practice, which shouldn't effect a robot unless they're more human-like than the Mega Man series makes out the robot masters (including Mega Man, since he IS a robot master along with Roll). At least Mega Man could slide in this, which was a plus and was apparently required to get past platforms in Trinitro Man's stage.

Five years in development, till 2013.

I think Unlimited began as MegaMan10 as a sequel to Inti Creates' MegaMan9. As such, the decision to include slide and no charging in the former is a natural progression from the latter.

Personally, I welcome this Mega Man 3 style gameplay. Despite the retro revival, it's been used in preciously few titles.

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Hits and misses, so far. While I'm interested in the story (virus infected robots = Roboenza = Maverick Virus) and how it seems they're trying to patch MM10 to MMX, it just doesn't seem like the ideal patch. Great ideas were used, but let's face it - not all of us are professional speedrunners and game pros. Some of us just want to have a good time and this is NOT what the game offered me. Nevertheless, I'll continue playing it until I just get incredibly frustrated and decide to play something else.

The story struck me as the weakest aspect of the entire game. Nevermind the quality of the script, the whole thing is rather lacking in original ideas. It's formulaic to a fault, redundant with the actual tenth game, and serves only to further its agenda of cross-series connectivity.

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Difficulty is the core issue. This isn't challenging, it's just cheap aggravation. The game is filled with it, and barely any legitimate difficulty can be found. Included with that, the enemy damage is way too high. Especially contact damage on the bosses. As far as I'm concerned it's a broken game right off the bat like this.

I think all of the stages had genuinely unique ideas, it's just the skewed balance of difficulty, stage length and respawn points which broke the game.

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What's worse is even progressing doesn't help to balance this out. Weapons are fairly useless overall, and consume a huge amount of energy. C Dash, N Shield, and N Blast are really the only useful things. Often times you find that you need to hit the boss with every shot of their weakness to kill them. Miss one, and you're left to chip away the rest. As an aside, the boss weaknesses were very loose in logic, and their powers didn't always quite match their theme.

Actually, Y. Cutter and Y. Attack are pretty good as well. G. Shot serves its purpose too. It's just the cumbersome J. Missile, the useless T. Arsenal and the weak R. Beam that require a return to the drawing board.

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Visually I don't see the point of having used NES style graphics. The NES style attributes and limits were obviously ignored in full, save for very few instances. It doesn't even looks half way believable, ruining the whole retro persona. Should have just gone with another style, or something original.

The blatant defiance of all NES limits somehow made me chuckle whenever the opposite presented itself. Were those select backgrounds drawn by someone else, perchance?

Well, I beat the game. And I did not enjoy it. Oh, it had its moments... but for the most part, it was just an obnoxious lesson in humility rather than the fun little fan game I'd hoped for. It took five years to make this. Five years. To make this. Why is it so unbalanced and mostly terrible? Then again, this is only v1.01, and it needs some fine-tuning. And a lot more playtesting from a wider array of players.That said, I've made a list of bugs and complaints I'd like addressed. I wrote this as I played, so these were all as I encountered them. They're separated by stage for my convenience and yours. It should go without saying that there are major spoilers, but I'm mostly using Spoiler tags so it doesn't take up 12 pages of the screen.

Let's begin, shall we?

07/17 Edits: Updated Roll costume thing. It's not an endgame prize. Also added some other stuff.07/18 Edits: Found a bug in Rainbowman's stage with enemy placement.07/19 Edits: Just some general bitching about enemy names and an update on the waterlogged area of Nailman's stage.07/20 Edits: New section! "Game Engine Stuff". Specifically for noting bugs and differences in the engine from the commercial games.08/15 Edit: Found a new physics glitch while watching someone else's playthrough! How 'bout that.

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Bugs

The game does not recognize controller buttons beyond Button 10. This means that people playing with PS2 controllers are out of luck, if they want to use the Analog Buttons for whatever reason.

I'm not sure why, but forcing the game to try and recognize buttons beyond button 10 completely destroys the game's built-in controller recognition and forces the D-Pad to stay in one direction or other.

*Intentional?* Megaman's default shots aren't level with his buster. They need to be lowered about a pixel.

Complaints

The file size of this game is extremely large for a game of this style... Why? (2)

This game uses quite a lot of system resources compared to a lot of other fan games. (3)

There are couple useful options in the "options.xopts" file that can't be accessed in-game, such as volume control and analog stick sensitivity.

Why no option to (manually) disable the joystick entirely? (4)

I don't like the fact you have to hit Space to skip the intro stuff when Enter or Escape would make more sense, given the control scheme.

On that note, why doesn't this game use Shoot to confirm choices and Jump to cancel them? Pressing Start to select options, bosses, etc. is okay, but Fire would make just as much sense, given past commercial and fan games. Only certain fan games used the Fire/Jump buttons for confirmation. The commercial games used Start for confirming menu choices, though Jump is used in Rockman 4-6 to confirm weapon choices.

Most bosses so absurd collision damage with you. Understandably, this may be because most bosses are pushovers with weak attacks, but still. That's a little jarring.

The "boss beaten" music runs for way too long. It could do with about half the drum section it actually has.

The longer I played, the more I noticed that the boss characters are pretty much all pushovers with extremely predictable patterns. This is especially true in the case of Rainbowman and Tankman.

Why does Roll turn into Shampoo from Ranma ½ at random? I know you have a thing for Shampoo, but what does she have to do with anything in this game? I mean, it would be like a character in Super Mario Bros. dressing up like Ryoko from Tenchi Muyo!. (Costume pointed out to me by fifthindependent.)

Notes(1) As I noted in another post I made (as well as others' posts), the resource/content packs for this game are extremely large for some reason. The biggest pack is over 100 MB in size while the smallest large pack is about 10 MB. Most fan games in this style are between 10 MB and 30 MB total. I noticed that this game comes with a lot of DLLs relating to various sound plugins, such as Ogg, so I assume that Ogg was, in fact, used for the music and sound in this game... can't fathom why the file sizes for the content packs are still so large.(2) Granted, the technology is a fair bit older... but Mega Man Revolution's tech was even older than that, yet used reasonable amounts of hard drive space and system resources.(3) Though there's no option to disable the joystick, setting the control mappings to 0 for every button (in the xopts file) works just as well.

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Bugs

Collision detection is a little hit-and-miss at times, with things like falling off the corner of platforms or dying to same-level spikes happening on occasion.

*Intentional?* You do not retain invulnerability while traversing screens.

Jet Missile's secondary fire does not work as expected a lot of the time; if you lock on to enemies above or below you, but not directly diagonal, it will not track them.

*Intentional?* You can't slide over one-block gaps of spikes.

The gravity-inversion engine is incomplete. Any enemies not nailed down or free of gravity get royally screwed. For example, the Toady enemy in Trinitroman's stage either gets pinned to the floor, or jumps up and keeps flying up and forward, when gravity is inverted.

On that same note, Rush Coil and Rush Jet can't be summoned while Mega Man is upside-down, for whatever reason. (1)

*Intentional?* Megaman doesn't sidle (take a half-step) when landing straight down from a jump. He does in other games. (Noted by N-Mario here (http://forum.rockmanpm.com/index.php?topic=3962.msg389387#msg389387).)

*New* When used underwater or in low-gravity areas, Rush Coil does not give Mega Man the expected 200% jump boost. (5) (Discovered by Bean1227/Kapus on YouTube.)

Complaints

Boss invincibility time is really, really long in this game. Several frames longer than the commercial games, or even most fan games, in fact.

Jet Missile seems extremely inefficient since you need to either weapon switch and hold Fire or hit the menu and hold Fire to use its secondary fire without wasting a unit of weapon energy.

I don't like the fact you can buy more than 1 Eddie Call or Shock Guard at a time. Traditionally, you're usually limited to one of each.

There's no way to exit a stage you've already beaten. (This would be useful when collecting YOKU Plates or grinding Bolts/Lives/Tanks...)

When you leave a stage after having already beaten it, Megaman doesn't fall to the floor before warping out like he does in other games. He warps out the instant he enters the boss room. This causes you to see his warp animation's first frame for longer than it should be seen and looks ugly.

Every time you come back from a stage after having beaten the main eight, you get that message from Protoman. Every. Single. Time. Isn't once enough?

Notes(1) To be fair, in Mega Man 5, Rush can be summoned, but never lands. (He also comes in from the top of the screen, rather than the bottom, as normal.) You also can't stand on the Super Arrow or use Water Wave. So... this may very much be intentional.(2) Tested using both Mega Man 3 and Mega Man 6 engines.(3) For comparison purpose (and laughs) he jumps:

(5) In low-gravity and underwater, Mega Man jumps three times as high (144 pixels) and theoretically double that (288) with Rush, if unhindered. Therefore, unless gravity or a ceiling gets in the way, with a Rush Coil boost, he should be rocketing up to 294 pixels height in this game.

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Note: Bugs and complaints regarding stage-specific mini-bosses bosses are found in their stage section.

Bugs

Enemies will often times flash long after being hit -- usually when going into a secondary or tertiary behavior. This is particularly noticeable on Shield Attackers and bosses.

*Intentional?* If you kill the first or second Met Totem (the three-tall Mets) before the second/third one can deploy, all remaining Mets spawn immediately and fire at once.

*Intentional?* If you don't kill all of the Met Totems and they hide, when they open up again, they spawn a full three-tall tier again.

*Intentional?* Saw Poles (the blade discs on tethers with treads) are vulnerable to most (if not all) weapons.

*Intentional?* The saw discs in the beginning of Yoyoman's stage move faster than Beat Rescue does, resulting in an instant hit right after being rescued.

Sniper Joe E units (the yellow Sniper Joes) are a little glitchy, able to jump through platforms if they jump into the sides of them.

The same goes for the Toady enemies, actually.

The collision detection on the Chicken Bombs is extremely poor. Getting even remotely near them seems to set them off.

Shadow Megaman will sometimes get stuck in the terrain while trying to jump over a rise.

Complaints

The names of the Ripurakon and Faiku Burokko are silly. Why not just "Leprechaun" and "Fake Block"?

Why are the Metjacks called that? Shouldn't they be called "Picketman Jacks"? (Like the Picket/Pickelman enemies in 1, 3, and 3 GB.)

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Bugs

*Intentional?* The conveyor belts in the second half of the stage are non-responsive to sliding as well as sidling (tapping the D-Pad to make Mega scoot a pixel over).

Jetman, in some very rare cases, will "crash land" into the ground and freeze for the duration of the fight. (Evidenced by Mike Maverick here (http://www.youtube.com/watch?v=QZwQiBeoaG8).)

Complaints

You can't avoid the second mini-boss' attacks due to the room layout (without weapons). This forces you to kill him before he kills you, making the battle far more intense than it needs to be.

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Bugs

If you jump out of the top of the screen while riding the veritcal moving platforms, you won't move into the next vertical area.

The moving platforms seem a little buggy overall, as on rare occasion, Mega Man will get caught on the very side and be stuck in a temporary "hop loop" (like running forward on Item-2 in Mega Man 2).

*Intentional?* Both halves of Nailman are completely invincible when he uses his body (the nail part) to attack you.

Complaints

Why does the waterlogged section of this stage exist? It doesn't serve a purpose and only one enemy seems to be affected by the water physics. Phil recently confessed in a devplay of Nailman's stage that the water was basically thrown in there "for the hell of it" and "because the game needed more water sections". My complaint still stands, however.

Why doesn't Nailman have an upward firing animation? Do the nails just magically turn 90° when they come out of his buster?

Why is Nailman's Nail Shield a complete circle? Leaf Shield had openings you could shoot through if you were careful. With Nailman, you actually have to be standing inside the barrier to damage him while it's up. He should either be completely invincible (like Skullman), or the Nail Shield should have openings.

Nailman's Nail Shield does way too much damage compared to when he throws the individual nails at you.

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Bugs

On occasion, you can get "sucked into" the weight-sensitive platforms strewn about the stage. This is especially noticable on the last jump before the boss gate.

Yoyoman does 1/3 your total health bar in damage if he runs into you. His yoyos do about 3 damage. How does this make sense?

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Bugs

The first two Ripurakons in the secret area are both facing and locked facing the wrong way.

Complaints

Rainbowman's theme is just as ear-raping at it was two years ago. Why did you not fix this, MegaPhil X? It's especially awful with the stage sound effects going, too.

No! No! Effing no! Enemies in this stage combined with instant-death lasers is not acceptable!!

Wouldn't a laser going through an unfocused prism disperse the damage it does instead of keep it exactly the same? What I'm saying is the Rainbow Triangle of Death™ is bullshit.

It's probably not a good idea to give the mini-boss instant-death laser attacks, even if they are pretty easy to avoid.

Putting the checkpoint behind the annoying mini-boss is a stupid idea.

Rainbowman himself is kind of a crappy boss. His attack pattern is extremely simple and easy to figure out. If that's your way of apologizing for the stage, don't. I was hoping (well, fearing) for a harder boss.

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Bugs

The ceiling-mounted conveyor belts are a little grabby... You don't even have to bump your head on them to be thrown forward, it seems like.

In Wily Stage 4, I attacked Tankman with his weakness. Somehow, I got his Life Energy Meter to read 0 units, but he wasn't dead. One more hit did kill him, however.

Complaints

I really do not like the conveyor fling gimmick. They could have been utilitzed more creatively.

And on that note, why would a roof-mounted conveyor belt moving the exact same speed as a floor-mounted one throw Megaman so violently anyway?

There is no incentive to defeat the two Sniper Joe Es after the mini-boss in this stage. You can leave the area right after destroying their tank.

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BugsI did not find any in this stage.

Complaints

The final version of this stage's theme is much, much worse than the one I heard two years ago. And that's saying something, considering I didn't think the old one was all that impressive.

There's a jump in the beginning section you can't clear unless you double-back to the previous tall column and jump from there. That's kind of annoying.

Low gravity plus ice? Why bother?

There's a particular jump in this stage where you have to high-jump over a spike. That's a little difficult, but doable.

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BugsI did not find any stage-specific bugs.

Complaints

This is more of a comment than a complaint, but this is definitely my least favorite stage so far. Everything... everything... explodes. Except the scorpion robots, oddly.

This is also more of a comment: Is it just me, or does this stage theme sound a bit like Solarman's theme from Rockman 10?

The nitro platform gimmick is very, very, very awful. Excepted, but awful. Especially when you combine it with mandatory all-or-nothing twitch jumps.

I understand the chemical properties of (tri)nitroglycerin just fine, but given Trinitroman a completely unavoidable instant kill move is very much a dick move. This is especially dangerous for people who are trigger happy.

On that same note, I wasn't even conscious of the fact I beat Trinitroman because I was so focused on not landing that third hit to his head-tube. That's not a good thing, in my book.

Just a suggestion: Make Trinitroman's self-destruct explosion a lot more dramatic. Like maybe pause the game, make him flash 1-frame per second, then make the screen flash to white in a huge burst of explosions.

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BugsI did not find any in this stage. Which surprises the hell out of me, considering all the glue-based gimmicks.

Complaints

If you fall in the alternate path of Glueman's stage, say goodbye to your Beat Calls. All of them. Beat moves far too slowly to get you have to anywhere safe.

Also in the alternate path, there is one Shield Telly spawner right over a spike tower. This is extremely cruel placement as even if you're using Nail Shield, it can still respawn right on top of you and knock you into the pit.

Glueman is way too powerful. He's like a slow version of Rockman 4 MI's Skullman with Concreteman's weapon and the usual 8-9 collision damage. He is impossible to fight normally!

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BugsI did not find any in this stage.

Complaints

This level. This. [tornado fang]ing. Level. I thought Jetman's and Glueman's stages were too long and tedious... This stage is like... four stages crammed together!

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At this point, I said "[tornado fang] it" to "fair play" and started using boss weaknesses as I found them. And E-Tanks, and W-Tanks. And continue refills. Wily Stage broke my spirit with its length and tediousness, and I wasn't having fun anymore.

Bugs

You temporarily lose your boyancy when you leap off-screen during the boss fight.

You can hug the very corner of the boss in this stage as it does its press attack.

Complaints

Suggestion for this boss: Double its health, but make each tentacle have its own invincibility timer.

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BugsI did not find any in this stage.

Complaints

We're no longer playing Mega Man now. At this point, we've steered clear into I Wanna Be the Flash territory. Minus the troll moves.

And again, the stage feels like it just drags on and on...

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I quit playing before I could finish the next Wily stage. It frustrated me too much and I lost both my cool and my focus. So the next day, I decided to hunt down the YOKU Plates. Once I did that (they're not as hard to find as I thought), I went and played in Yokuman stage. And had an absolute blast doing so. Best stage in the game!(I'm not being sarcastic, by the way. I really love this stage!)

BugsI did not find any in this stage.

Complaints

My sole complain is a minor one: Yokuman spawns spike blocks. Even if you know his attack pattern, that can still severely screw you up and cause you to die.

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Bugs

I'm not entirely sure why or how this happened, but in the teleporter chamber, I used Eddie Call on the door before I finished all the re-fights. When I got a Large Weapon Energy Capsule, I somehow sunk into the door and slowly slid out to the right of the room and to my death. I can't figure out why this would even happen...

Bass does not land where he's supposed to after a Treble Boost attack and ends up getting jerked back into the very corner of the room.

Complaints

So we've gone the way of Ganbare Goemon 4, and Ocarina of Time/Majora's Mask, then? Little short snippets of familiar stages before the boss. Because the bosses themselves weren't hard enough, right? Right. Wrong.

And if that wasn't bad enough, guess what the lead-in do the capsule area is? Spikes, spikes, spikes, spikes, Spare Body stuck between spikes, spikes, spikes...

Hey, remember how much fun it was to run out of Bubble Lead and Crash Bomber in Mega Man 2? Well, it's just as much fun to run out of Yoyo Cutter here! Which is to say, not fun at all! Gosh, aren't bosses that force you to use a specific weapon just well? :D (1)

The hit box on Wily Machine U's phases are ridiculous. Phase 1 can only be reached by Rush Coil and Yoyo Cutter while the second phase's window of opportunity is ridiculously short.

Notes(1) It is possible to hit Wily Machine U with most weapons, but you either have to take damage, use Rush Coil, or be extremely quick on the draw. The machine does take damage from the Mega Buster, for example. This applies to both phases.

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Bugs

If you're somehow able to restore your health after taking the last hit from Zero, the game crashes. Immediately. (I was able to do this via Cheat Engine.

Complaints

I'm so disappointed in you guys for including Zero in this game, even if Zero doesn't seem all that willing to fight (I thought was cute and seems like him). Even more so the fact that you decided to make him completely immune to everything. What's the point of that, exactly? Why not just make it a cutscene like in Mega Man 5 instead of giving the player false hope like that?

Also, the grabbing animation for Zero looks lazy and stupid. He should either be held upside-down by his ankle, or be held around the waist (with a unique sprite that shows him hanging). (Noted by N-Mario.)

Why is Megaman completely unable to fight after losing his arm? Is he that stupid in this game that he forgot he has another buster?

If you're going to lop off his arm, you should at least go to the effort of making appropriate sprites for both left and right-facing sprite sets... Lazy...

On top of that, Megaman can still use E-Tanks, W-Tanks, and even summon Eddie and use Shock Guards. If he can do all that, why the bloody hell can he not shoot with his opposite hand when we know bloody well he can? (And don't give me that "he didn't have the energy for it" bullshit. If he can do all that, he can at least fire off one shot at a time.)

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I can't help but notice the strong similarities between this game's storyline and Rockman 10's. Seriously. "A virus makes all the robots go nuts." Was this the original story from five years ago, or did you alter it after 10 came out?

I'm extremely disappointed you list the Robot Masters as Special Wily Numbers. I mean seriously... They're just Dr. Wily Number units. Nothing special about them, unlike Bass, who is basically a more agile version of Mega Man. (Thus, truly unique among Wily's robots.)

Why did you have Dr. Light bask in awe over the virus coding? Are you somehow trying to imply that the virus somehow lead him to create X?

There is absolutely no insentive to play this game more than once, is there? Unless Roll dressing up like some anime character (which I can't recognize) at random is your idea of a reward... Never mind. This happens regardless of "game beaten" status. Which, as far as I know, doesn't exist.

After all is said and done, this is probably one of the better fan games out there... but the good does not make up for the bad. The bad is right there, in your face, in most stages. And you can't avoid it.

Edit: I should point out that the more I see of this game, the more I like it, and the less I remember the bad times. So it may very well be that the first impression is the worst impression, but subsequent playthroughs (and watching Vixy play through it three times straight) may be far less bad. Still, I feel everything I (and others) have said here applies.

If you go on Phil's website, there are naked pictures he drew of her mixed in with the MMU pictures.

Holy [parasitic bomb]. I thought you were kidding, but it's true. What the [tornado fang]. Lets just put up [tornado fang]ing home-drawn hentai next to a children's targeted game series. That's just not acceptable in any circumstance, but there isn't even any sort of age filter or warning. I don't even know what to say to that, that's pretty sick.

While I would not attempt playing through it myself, this stage has a lot of neat ideas. I don't like the inner obstacle tiles' appearance, but the rest of the stage looks pretty cool to me. The Yoku Block sound being used in the music was a no brainer but still pretty neat. The enemies that are straight out of Shadow Man's stage have sort of a problem with the image covering the whole screen scrolling with the screen properly. The Yoku Spikes may or may not be utter bullshit, they may be an idea that was only good on paper, but I can't tell since I haven't played the stage myself. The imagery of the stage was mostly neat. So were the forever looping screens which I'd never seen done in a Mega Man game, but I have seen it done on games like Metal Gear for the NES. That's pretty much all I have to say about that for now. If all the stages were as quality as Yoku Man's stage, the game would be something truly special.

Oh yeah, I almost forgot, this stage theme is also probably my favorite from the whole game. It sounds very much like Mega Man music to me.

I looked ahead and saw the most major spoiler of all. It's NOT CANONICAL! And the Shampoo stuff really does much to [acid burst] me off.

Phil says he'll address difficulty in future versions, but this game just doesn't seem like it's going to be fun to finish. I've got 4 down (and too much work to continue right now) so I'm not real sure if I've got the patience to complete it. Once again, Phil seems like the kind of guy that might like Touhou hentai (which is sick, because they're girls) so hearing about the Ranma 1/2 [parasitic bomb] might be the straw that breaks the camel's back.

Again, what a disappointment. Now I know that even the story is a waste. Looks like I'll watch a let's play and forget about the rest of the game. Anyone else almost done with a good MM fangame?

Having seen snippets of your playthrough, I would like to point out that you may want to consider using Nail Shield to nullify all of Bass projectiles, and several of Wily's. Alternating it with the Comet Dash, or just shooting the nails at him does wonders.

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why is Megaman completely unable to fight after losing his arm?

Ask Day of Sigma X and X5 Zero.

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Yep because other fangames are totally in line with megaman canon.

As your resident encyclopedia, I can affirm that MMU doesn't really clash with established canon in any way. It's just a lot of redundancy, forced connectivity and fan-pandering, is all.

Well, I kind of thought that this one in particular, since Capcom had some part in it during the beginning stages; would have tried to stick to canon. It looked like they were really trying to make a MM10 that connects to X, but they screwed it up because...

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Megaman fights Zero, which would entail him knowing who Zero is at the beginning of the highway stage in MMX. Since that doesn't happen, and X doesn't appear to be amnesiac - it kills the connection. I mean, we all know that Protoman and Zero have some sort of connection, so it would've been more interesting to fight an upgraded version of Protoman/Zero Beta. That way, the player can see how A becomes B.

well, you'll have to play the game.

Besides, I strongly doubt that Capcom will make another game in the series. I've heard it said that Capcom is tired of Megaman because he doesn't speak to the new generation (God forbid.) Yet again, Capcom seems to be wanting to cash cow on fighters and shooters these days, which you can't blame them; because these games sell and the Megaman community is a small niche compared to the meatheads who want to play FPS and online fighters to become MLG pro's and whatnot.

Megaman is a casualty of the corporate gaming age. Gaming used to be a thing that not everyone did. It was something that was very niche, very cult. I remember talking to people who didn't play games. They existed. But now, even grandma's playing Angry Birds and games fill up a great deal of our lives. Games are made by large companies for profit in the same way that movies and music are. No one really does art for art's sake and this is why I think Capcom will either ruin the series with some new-gen bullshit, or retire it altogether. Of course, there's also a possible combination of the two.

Three canceled games, a piggyback on a fanmade, (because it's easier to celebrate two franchises and not have to do the work yourself and not have to pay a penny to those who worked on it - typical American business system) and a couple of t-shirts. This was all done by Capcom.

Think about it. If Capcom still cared about Megaman, they would've cared about either of those three potentially successful and marketable Megaman games. Legends 3 would've skyrocketed in sales, The Online game would've reached out to a large niche, and the mature MMX shooter would have made a great deal of money as well. All three of these plus Megaman Universe (which would've been a blast) were great money-making activities. The CEO of Capcom needs his head examined. Resident Evil has swelled to an ungodly amount, while Megaman is in the dust.

I'll continue playing non-canonical fangames and just be glad I've got a Megaman game to play, I guess. I'm not getting any younger. It wouldn't surprise me if the series went down after all these years.

3 games targeted to mature audiences. The Niche is Ducktales Remastered. That should explain everything. Capcom has fogotten about the Blue Bomber completey in favor of newer titles.

EDIT: Updated from MMU FB Page:

Phil here to tell you what we have in mind for a future update:- Fix the more annoying bugs.- Minor tweaks to some of the stages to make them a bit less punishing and improve their designs.- Easy Mode you can select when you start the game to reduce damage of enemies, save between Wily stages and make some of the gimmicks easier to deal with (Example: longer delay before a Laser fires in RainbowMan stage.) Also we'll see if the checkpoints of Wily Stages can be moved before the bosses in Easy Mode.Now I hope you understand that we are all pretty tired and we need to test such new features so I can't tell when the update will be available but just to let you know, we're thinking about it.- Phil

Well, I kind of thought that this one in particular, since Capcom had some part in it during the beginning stages.

No, they didn't.

I'm not even going to go over the rest of your post because its pretty much just Gaia levels of nonsensicality and rambling. Please stop and think about what you are saying since none of it, especially the stuff in the spoiler (because its all wrong) makes any sense.

Of course you could just be an elaborate troll feigning stupidity, in which case I say knock it the [tornado fang] off because it doesn't win you any points with anybody.

I'm not even going to go over the rest of your post because its pretty much just Gaia levels of nonsensicality and rambling. Please stop and think about what you are saying since none of it, especially the stuff in the spoiler (because its all wrong) makes any sense.

Of course you could just be an elaborate troll feigning stupidity, in which case I say knock it the [tornado fang] off because it doesn't win you any points with anybody.

Alright, then prove me wrong. What is Capcom doing with Megaman right now? Tell me. I've been a fan of the series for ages. I've watched and kept my eyes out for any new announcements, but all I see is disappointment. Yes, I know that Megaman is their mascot (along with Ryu) but you can't deny that Capcom is pushing out mature titled games here in the US in order to reach that market.

I could've sworn that Capcom sent Phil two letters regarding the game. He showed them the work to some extent. There's no telling whether or not they gave him a pointer or two, even though it's speculation.

Also, tell me what I have wrong? What do you know, that I don't? I don't have much access to the net, but when I get online I do check up things related to Megaman and other niche franchises. Are you telling me that I'm wrong about these cancellations? I remember watching the trailers for Megaman X Online. These made me melt with anticipation. I hate MMO's but I'd have played that one. Same thing with the shooter, which had help from the guys behind Metroid Prime. These games got shelved, Legends 3 got shelved and Universe got shelved - even though it got the Megas some promotion before they faded into the mist... right along with the game. Ironic.

Oh, and as for that IPAD game... not even going to go there.

I'm not some kind of troll, I guess I just literally don't know what you guys do. Anyone care to enlighten me?

Alright, then prove me wrong. What is Capcom doing with Megaman right now? Tell me.

I'm not going to prove you wrong because you are right about the neglect, but your post is not to the point. Its literally just rambling. Especially at these parts that I've so lovingly extracted from the nonsense. Bolded areas being the bits that didn't need to be said or are nonsensical. My notes will be in italics.

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Yet again, Capcom seems to be wanting to cash cow on fighters and shooters these days, which you can't blame them; because these games sell and the Megaman community is a small niche compared to the meatheads who want to play FPS and online fighters to become MLG pro's and whatnot.I don't have any comments for this except that its a completely random tangent with the MLG thing.

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Megaman is a casualty of the corporate gaming age. Gaming used to be a thing that not everyone did.I see a bit of now its popular and its no good anymore.It was something that was very niche, very cult.Yeah, the NES and Atari 2600 were way cult and not at all successful in the mainstream. I remember talking to people who didn't play games. They existed. But now, even grandma's playing Angry Birds and games fill up a great deal of our lives.You know your life is [parasitic bomb] when its filled up a great deal by grandmas who play angry birds, what are you getting at here?Games are made by large companies for profit in the same way that movies and music are.were they ever not?No one really does art for art's sake and this is why I think Capcom will either ruin the series with some new-gen bullshit, or retire it altogether.New-Gen bullshit? You mean *gasp* innovation? Naw [tornado fang] that [parasitic bomb] we gotta have nothing but [tornado fang]ing 8-bit rehashes all day everyday. Of course, there's also a possible combination of the two. are you seriously saying they'll retire the series and "ruin" it with new-gen bullshit at the same time?

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Three canceled games, a piggyback on a fanmade, (because it's easier to celebrate two franchises and not have to do the work yourself and not have to pay a penny to those who worked on it - typical American business systemCapcom of Japan was the ones behind the cancellations, and what's wrong with an official endorsement? Granted SFxMM wasn't really good but whatever.) and a couple of t-shirts. This was all done by Capcom.Yeah how dare they sell merchandise, shame on them.

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Think about it. If Capcom still cared about Megaman, they would've cared about either of those three potentially successful and marketable Megaman games. Legends 3 would've skyrocketed in salesExcept no because 3DS only and a sequel to a niche series that didn't even sell that well on the Playstation., The Online game would've reached out to a large nicheYou mean Korea since they were pretty much the only ones getting it., and the mature MMX shooter would have made a great deal of money as wellWeren't you just saying something about shooters and New-Gen Bullshit? You really wanted another homogenous shooter game with a megaman skin? Really?. All three of these plus Megaman Universe (which would've been a blast) were great money-making activities.Except they obviously weren't because they didn't make money on any of them.The CEO of Capcom needs his head examined.Yeah okay i'll give you the point on how Capcom is shittily managed, especially after Ono burned out, but that's not the point of this.Resident Evil has swelled to an ungodly amount, while Megaman is in the dust.Because like it or not Resident Evil sells, and from what I hear Revalations is a return to form after 5 and 6 were homogenized third-person shooters.

One last thing, using a bright, painful to look at blue color for text on a message board that's entire theme is blue? Just use white text like any normal person.

First of all, I don't buy that gaming was as popular then as it is now. I've been around for close to thirty years and grew up with the Atari 2600 and classic NES. It wasn't something that everyone did. There were a lot of people who would never even touch a game before the advent of mobile gaming. I'm telling you, come to the south - there are people out in the sticks who never even knew what a game was. Well, maybe Monopoly.

I get upset at the MLG thing, because I don't think that gaming should be a sport and I don't agree that games should be as militaristic as of late. But I don't like playing games online in any facet. If the Megaman X game was a bland vanilla shooter (but it didn't appear that way from what I saw) then so be it. It would've sucked. When I say "new-gen" I mean like the turn from platformer to portable RPG like the Battle Network/Star Force series, of which I'm not a fan. The closest "innovation" I've seen yet is that [acid burst]-poor Megaman X mobile game, where X has a dead squirrel around his neck and a sword. (Why does X need a sword?) I also think they tried to mix some Fire Emblem elements into it? At any case, it's odd.

Yes X Online was Korea, but if it had done well it might have ported.

I didn't mean that they'd retire and do next-gen bs, I meant that they would do next gen bs, it would fail tremendously or become a hit with people outside it's core (like Bioshock Inifnite with more COD elements) and they would either retire the series because it bombed, or some of the fans would leave in favor of the new crowd. This already happened with Bioshock.

Alright, so maybe Protoman and Zero aren't the same person - but what happens to Protoman and Bass in the X series? I'm not going to call Bass Dynamo either, even though there's a vague resemblance. This is what I've been waiting to be filled in. What happens between MM and X and what happens between X and MMZ. After that, I've lost interest in the timeline. Maybe that's what Phil wanted to do, to put

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zero

in there, but I just think it was a bad move.

Megaman and Megaman X are the same person. Dr.Light puts Megaman in the capsule after having given him the chip that allows robots to think and feel like human beings. Or did you forget the intro movie to Megaman X? Good gravy, I even remember some of the X-Hunters talking about "his archaic weapons." Several mavericks and even Sigma have referred to him as old, a relic even. He's probably the oldest robot in the X timeline.

But it's kind of foolish to talk about things like this. Whatever the case, the game was made and we'll have to deal with it the way it is. I'll play through it and accept the story I get.

Yeah, I won't use the blue text anymore. Didn't realize it was that big of a deal.

Megaman and Megaman X are the same person. Dr.Light puts Megaman in the capsule after having given him the chip that allows robots to think and feel like human beings. Or did you forget the intro movie to Megaman X? Good gravy, I even remember some of the X-Hunters talking about "his archaic weapons." Several mavericks and even Sigma have referred to him as old, a relic even. He's probably the oldest robot in the X timeline.

Okay, now that you've said this I'm giving up on you. You clearly don't know what you are talking about or are an elaborate troll, I mean you even think OVER-1 is X and you have no idea what XOver even plays like with the Fire Emblem thing.

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This already happened with Bioshock.

What happened? That they made a different game that still stuck to the Bioshock universe but had more emphasis on the action instead of the horror? It was probably far better that Infinite wasn't in Rapture a third time, it was already explored twice and didn't need to be rehashed again.

You want to talk about games that get the so called "CoD Elements" added in, Dead Rising 3 should be your target, not Bioshock.

Okay, now that you've said this I'm giving up on you. You clearly don't know what you are talking about or are an elaborate troll, I mean you even think OVER-1 is X and you have no idea what XOver even plays like with the Fire Emblem thing.

What happened? That they made a different game that still stuck to the Bioshock universe but had more emphasis on the action instead of the horror? It was probably far better that Infinite wasn't in Rapture a third time, it was already explored twice and didn't need to be rehashed again.

You want to talk about games that get the so called "CoD Elements" added in, Dead Rising 3 should be your target, not Bioshock.

I don't think there's anything left for me to say.

No X-Over is different, but is that not the "innovation" you were talking about? Nope, haven't played X-Over with the Fire Emblem thing. Don't care to.

As for Bioshock, let's go back. I remember when the game was called System Shock, and more importantly a title called System Shock 2. fear was the main factor of the game, considered one of the most frightening games ever made for the time. Play it, if you haven't. Bioshock did everything that this game did and better. It was on a much larger scale and terror was everywhere.

Yes, I liked the idea of the floating continent. I hated Bioshock 2 because it was a damn rehash. Infinite was a true sequel. My friend and I both eagerly anticipated it, having recently gotten him into the first Bioshock. But as soon as he heard that he was going to gear it to the COD audience, he was done with it. A fan of traditional Quake and UT, he considered the new age of shooters horrible. Bioshock Inifinite should have never been about action. It should have been in the vein of the last one, which is why people liked it. The game was art come to life, with a powerful story. Also, i've heard that if you press the F key, the girl just gives you whatever ammo and health you need. How much fun is that?

But this doesn't contain to the Megaman Universe, so I won't speak of it anymore on this board. As far as I've read from the Wikia, Zero caught the virus from being inside the capsule that Dr.Wily sealed him in. I always thought it was the X4 fight movie with Sigma, but that comes from the official bio. And why would I say that Zero killed everyone in the MM series? For all I know, Jesus might have come back and said to the robots "sorry, you're not human." lol.

In all seriousness, my guess is that all the humans just died off. [tornado fang] knows what happened to Bass, Roll, Proto, Eddie, Rush and everyone else. That's what I've been waiting to find out.

Dr.Light puts megaman in capsule. Puts the chip in him, seals him up. He awakens. What part of this don't you get? It's obvious that X is just an upgraded Megaman. How is this not the case? Is X an alternate universe? I didn't think it was.

Alright, you know - I've been a fan of the series for 25 years. MM1 was 1987? I was two. Started playing MM when I was 5. Been playing ever since. Don't know all the nuances, but have been inteested with the storyline.

Instead of insulting all of your intelligences, someone just tell me what in the heck I've got wrong. I thought I knew the series. I guess I don't.

This happened before my cPanel account or domain name expired. Or maybe I just deleted it by accident, forgetting what it was, and didn't make the connection.

EDIT: Also I don't post much on anything on the internet because I've taken up the principle that I will not be a part of arguing on the internet anymore if I can help it. I also refuse to associate or communicate with trolls, which is like 99.9% of the whole internet. Not saying you guys are, but I also have no motivation to post much on anything because an argument tends to break out. Just look at youtube's comments section on pretty much any video. I don't even bother reading that section anymore. I will however post on my own MMR site because I'm trying to actually take people's feedback and make the game better than it is. God forbid people like Phil do that since all he seems to be saying is stuff like "well can't please everyone" when he gets negative feedback, which he needs to listen because I think half or more of his user base is pissed off about the difficulty, among other things.

EDIT: Also I don't post much on anything on the internet because I've taken up the principle that I will not be a part of arguing on the internet anymore if I can help it. I also refuse to associate or communicate with trolls, which is like 99.9% of the whole internet. Not saying you guys are, but I also have no motivation to post much on anything because an argument tends to break out. Just look at youtube's comments section on pretty much any video. I don't even bother reading that section anymore. I will however post on my own MMR site because I'm trying to actually take people's feedback and make the game better than it is. God forbid people like Phil do that since all he seems to be saying is stuff like "well can't please everyone" when he gets negative feedback, which he needs to listen because I think half or more of his user base is pissed off about the difficulty, among other things.

I'm actually a bit more disgusted for phil having his homemade shampoo hentai right out in plain sight on his page than I am annoyed with his game apparently being rather [parasitic bomb] (Yet its getting praise like nobody's business outside of here.).

Some of the things I've complained about are that he is lacking a fall landing animation, shown here.(http://gcnmario.free.fr/mmjump.gif)Left is how it's supposed to be. Right side is how MMU portrays it.

Also, some of the menu screens don't fade properly. I don't know why they can't fix these little cosmetic issues.

Some of the things I've complained about are that he is lacking a fall landing animation, shown here.(http://gcnmario.free.fr/mmjump.gif)Left is how it's supposed to be. Right side is how MMU portrays it.

Also, some of the menu screens don't fade properly.

That's a nitpick if I've ever seen one. The bigger nitpick is how Megaman's colors aren't quite right on the right.

And the Menu Screens? Please, MM9 and 10 both [tornado fang]'d that up long before this.

Alright, you know - I've been a fan of the series for 25 years. MM1 was 1987? I was two. Started playing MM when I was 5. Been playing ever since. Don't know all the nuances, but have been inteested with the storyline.

Instead of insulting all of your intelligences, someone just tell me what in the heck I've got wrong. I thought I knew the series. I guess I don't.

If you want, we can cover this subject in depth in another section of the forums (http://forum.rockmanpm.com/index.php?board=3.0). Feel free to make a topic there.

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I'm actually a bit more disgusted for phil having his homemade shampoo hentai right out in plain sight on his page

Yeah, it's pretty dang bad. And in his blind Shampoo fanboyism he doesn't even realize there's a problem.

I beat it. It was freaking ridiculous, but I beat it. And I never want to play it again. Those checkpoints gave me nightmares. Get killed on a boss? Start from the middle of the stage! Need rush jet on wily stage 1? Too bad you are out of energy. Oh, you got killed by the cheep crab boss? Here, go through this section that you have been through a million times already! I don't want to play this game again, because I have already replayed it enough that I am sick of it the first time around. No seriously, I have the whole thing memorized. Why play it again?

As your resident encyclopedia, I can affirm that MMU doesn't really clash with established canon in any way. It's just a lot of redundancy, forced connectivity and fan-pandering, is all.

This. Very much this.

And lastly, I updated my original post (http://forum.rockmanpm.com/index.php?topic=3962.msg389102#msg389102) with some trivial bullshit no one cares to read and will probably be ignored in future patches. :>

I beat it. It was freaking ridiculous, but I beat it. And I never want to play it again. Those checkpoints gave me nightmares. Get killed on a boss? Start from the middle of the stage! Need rush jet on wily stage 1? Too bad you are out of energy. Oh, you got killed by the cheep crab boss? Here, go through this section that you have been through a million times already! I don't want to play this game again, because I have already replayed it enough that I am sick of it the first time around. No seriously, I have the whole thing memorized. Why play it again?

Your last post before this was in 2012.

Damn, I guess the game really is that bad if you had to vent about it here.

Never watched Ranma 1/2, but someone should mention this concern to Phil. I mean, at least move it or put an adult content block on it, so that kids don't see it.

I'm a grown man, and don't even want to see it. I never thought that chibi? hentai was a good idea. People defend that it is artwork, but to me, it's a fill-in for something much more heinous. You can all guess what I'm talking about - there's no use in bringing the words up here.

I bring up Touhou again, but that's because those characters also get lumped into this category. A simple rule of thumb to follow is this:

"If it's under age, it doesn't belong on the internet, art or otherwise."

Phil has no idea that this could ruin his reputation. But I'm afraid it's already too late for that.

That's why i added the "?" Since Shampoo is an underage character, I wasn't sure if chibi applied. But yeah, if it's underage - provocative pics need not be drawn of it, let alone shared with the world.

That's why i added the "?" Since Shampoo is an underage character, I wasn't sure if chibi applied. But yeah, if it's underage - provocative pics need not be drawn of it, let alone shared with the world.

Just a reminder:A. She's a cartoon character.B. Age of consent in Japan is 13 (Shampoo is officially 16 in the series). Dammit, Clefant beat me to it.C. It's not porn. It's mature nudes. There's a world of difference between the two.And D. For those of you just joining us, this is a topic about Mega Man Unlimited. Shampoo from Ranma ½ makes a cameo in the game and there is artwork of her on the main site where she is bare-naked. This is why we're discussing Shampoo.Edit:E: After doing some research, artistic nudity (as well as natural nudity) doesn't appear to be illegal, regardless of the subject's age. If there's no "lewdness" or sexual conduct, it's fine. And there's nothing like that in any of the images shown. But I guess the argument here isn't that, but rather if how uncomfortable of confusing those images would be to a casual browser.

I understand, Clefant and agree with the mods. We should be getting back to the game. What I should ask, is are any of you that have finished the game going to go back and play the easy mode when it releases?

I understand, Clefant and agree with the mods. We should be getting back to the game. What I should ask, is are any of you that have finished the game going to go back and play the easy mode when it releases?

Well now that discussion has gone back to the game I'll be making my leave since I have neither played nor am interested in playing it.

What I should ask, is are any of you that have finished the game going to go back and play the easy mode when it releases?

I'd give it a try. It would be interesting to know what gets changed and whatnot. He did say there won't be anything like adding blocks and such, though. Just stronger attacks, less damage for Rock, and maybe slower attacks/movements for the enemies.

I'd also give it a try if a Hard Mode was introduced, for the same reasons.

Why would you be? I like megaman as much as the next guy but the stuff surrounding this like the memory bloat and absurd difficulty turned me off, the 8-bit didn't help either but I was actually kind of interested until the stuff I mentioned first came to light.

I am far more interested in why the bosses are so pitiful compared to their levels? This game feels like Megaman X6 in many ways. Very strange ideas, kind of a rough cut, takes multiple tries to figure some things out (some WAY too many tries), and it's only fun when you already have everything. The level design in and of themselves aren't too difficult. The main difficulty from my experience were far too many deaths revolve around spike traps or getting knocked back into a hole. Generally in Megaman the deaths come from inexperience so that's fair enough. It's a little more frustrating when the checkpoints were a last second thought and haphazardly placed.

It's okay if a checkpoint sends you back before a mini boss. I recall that happening in the official games once or twice though I can't remember which game or where. ( I might not be correct so forgive me). But as long as you had killed the mini boss it wouldn't re-spawn! >.<; Another irritant is in the form of the default controls, I am using a wired Dualshock 3. After I had set up the controls through the options I went to play a stage and found out two VERY obnoxious issues. I had no diagonal support! Now i don't know if I am alone in that issue but I have already dealt with it. It may have been my D-pad but i honestly don't know. If I held right while jumping but then help up and right trying to catch a ladder it wouldn't work. Well not unless I had released right and only held up. Same issue with trying to slide but that is a moot point because thankfully you have a slide button which this game made me very thankful for!!

Other than those issues the control is fairly tight and for the most part Mega moves and acts like he should. Once or twice though he turns around for no reason just standing there until he gets hit, then he acts fine. (assuming I didn't die!)

Right now I am dealing with Wily stage 4 and now that I have played more of it and learned how to deal with it I have a better opinion of the game as a whole. It's not great but definitely not terrible. And while it has some intense (and unwarranted) hikes in difficulty it still manages to be a little fun. If only you didn't have to suffer so much before it become enjoyable. At least that's my take on it.

The weapons are completely useless or crazy useful! Comet Dash reminds me of the weapon you get after you defeat Pluto (is it Break Dash?) but also usable mid-air. Very useful! But then you have the awful Jet Missile. Neither strong, fast, clever, or helpful. Locking on? Never really works.

It's a shame really, I can see a lot of hard work went into this game, and along with it some very clever and unique ideas! Which, unfortunately, is marred greatly by the fact most of the issues I have with this game are more of oversights then poor choice. I honestly feel like if they tweaked with it a little bit more it could be truly great! The graphics are decent. The bosses aren't any better or worse than we have already seen. (Except maybe Glue Man)

tl;dr?

It's hard and in the way that's kind of cheap and kind of legit, but is also kind of fun. I really don't think it's a bomb, just needs some more work. Feels like a beta that's mostly there.

I'll be honest. I'm playing MMU on an 09 Toshiba laptop Vista SP2 and have experienced no lag or slowdown. Runs perfectly fine for me. But it possess my controller somehow, and Megaman does his own thing sometimes which almost always, leads to his untimely demise.

I'll be honest. I'm playing MMU on an 09 Toshiba laptop Vista SP2 and have experienced no lag or slowdown. Runs perfectly fine for me. But it possess my controller somehow, and Megaman does his own thing sometimes which almost always, leads to his untimely demise.

Are you using the default controller or something like Xpadder or Joy2Key?

I used Xpadder for about three seconds before I realized that the game had a controller config. So I've been since using default controls.

One of my biggest problems with controls pertains to the first ladder in Glue Man's stage. A friend joked and said that it's by far "the worst enemy in the game." I just couldn't latch onto it for nothing. I'd have to really hammer the analog stick upwards, just to make Megaman grab it.

Why would you be? I like megaman as much as the next guy but the stuff surrounding this like the memory bloat and absurd difficulty turned me off, the 8-bit didn't help either but I was actually kind of interested until the stuff I mentioned first came to light.

Because despite all that, and everything I said in that post pages back, it's still an interesting game. And had you read at least part of the post, you'd notice that the game runs perfectly fine despite using almost all your system's resources.

My specific setup is a 2012 HP 2000 laptop with a 64-bit 1.2 Ghz dual core processor, and 3.6 GB of RAM/400 MB VRAM. I'm also running Windows 8 64-bit Home Edition. Even with my laptop being just a tad but underpowered compared to some others, the game runs wonderfully with the exception of cutscenes, which run at about half speed. I've never had a crash I didn't cause myself (been experimenting with Cheat Engine after beating the game) and very, very rarely do I experience any sort of hiccup during gameplay. And on top of that... I can run the game while chatting on Skype, which is also a resource hog.

Left 4 Dead isn't terribly interesting, but it can be hella fun if played with friends.

Megaman Unlimited isn't looking or sounding like it is very fun. And while it could be interesting I don't know how interesting could it be.

It's a lot like the later X games. Once you get everything THEN the game opens up and becomes fun. If you enjoyed X6 you'll like this one. If you are actually sane, you might be better off passing over this one. IMHO that is.

I have to say, watching this game on Vixy's stream earlier, everything looked a lot slower than I remembered it being (watching them buster duel Glue Man successfully was really something, he felt too fast when I played but when watching her his speed didn't seem as bad somehow).

I guess a lot of things look/come off as a lot easier when you aren't the one actually playing, ha ha, but their relative mastery of the game within days of release is showing that most of it is still surmountable with some consistency once you know what that exact consistency, er, consists of (like moving a certain way, etc, etc). I'm still not entirely sure I understand the exact way you have to move to lure phase of the final boss in order to avoid a specific attack, even after watching, since I'm pretty sure I did the exact same thing but still got struck for it.

Rainbow Man's stage remains crazyville in terms of learning curve, but I think it's more overall a problem with just the very concept of Quick Man lasers where they're only doable once you know how (after who knows how many tries), but attempting to slow them down so that they take less tries to come to grips with kind of makes them lose meaning as a credible threat (as seen in a select few places of that stage where you can easily leave a screen and never see or hear a laser that is there), which is something I already went over.

I imagine Phil and company are stressed as all get out with all the scrutiny levied at them following years, so I'm hoping they don't take any of it too personally.

But X6 didn't bug me so much because I find myself far better at the X games than I am at classic titles.

Likewise MM9 is absolutely atrocious in my eyes as it just had so much that wasn't fun about it. The lack of something like the slide didn't help either.

That is true. With the X games by default you have more abilities at your disposal to survive. In this one not being able to chatrge your buster feels more like a handicap than 9. I will admit i like it less than 9 and if you dislike 9 this will not be fun. I think you made the right call in dodging it! XD Also just putting this out there, these bosses rely on collision damage in my experience with Mmu.

I gotta say after 5 years I expected a lot more... seriously. I'll keep this short and sweet as to not echo the things that have already been said. This game could have benefited a lot from having a "public beta" test. Overall, it was an "ok" experience for me. 5 years and this is is the result... I guess i just don't get it?!

Anyway, let's keep the topic confined to the game itself from now on. If this derails into unrecognizability again, it will be locked. Thanks.

Speaking of the game, now that i have played it a little longer (therefore knowing what to expect) ive had time to actually enjoy the music and graphics. With the exception of Yoku and Trinitro themes, most dont sound like a megaman game. But to me thats a good thong. While im not exactly humming along to them theyre very well done and are mostly (rainbow mans is awful) a joy to listen to and i like them a lot. Especially Tank Man which sounds similar in style to Double Dragon.

The graphics are nice as well for the most part. The only real error i noticed are the spikes in the 2nd fortress stage which partially obscure the tubes in the background. They're crisp and detailed but not too much. I especially enjoyed the look of the 1st fortress stage. The decrepid (spelling?) Look gives me this feeling of foreboding at first. Very nice. Then you have Rainbow Mans stage which is just, kind if there and rainbow-y. Just overall too dark for a guy all about colors. The background's awkward dark blue just makes it worse. I expected something more cheerful like Clown Man or Ring Man.

I dont personally find Mmu too be terrible. I just think it is a little disappointing is all. I feel like they rushed to get it done when the end goal was in sight resulting in oversights of simple errors and poor choices. The only thing about it in my eyes are the checkpoints. I guess the cutscene art as well but i dont play megaman for its story so i skip the cut scenes anyways haha. I mean as frustrating as the game can be t times there are momenets that i feel like im playing a genuine megaman game and those are great moments. Its not in anyway any kind of masterpiece but you know what? I didnt spend any money on it and they didnt even have to make it so the fact its actually a fully completed fan game still is a really nice treat.

I dont think it was bad at all unlike alot of people here.I thought it was pretty decent and alright.

I guess it's just because i've been so used to playing endless amounts of megaman rom hacks (japanese ones usually) for several years. So i didn't find myself fustrated or anything in any levels honestly.

I got through the yoku man level even, on my very first try, cause i started with 9 beat's and 9 spike guards.Reached the boss doors with just only 2 spikes, and 3 beats remaining. And 1 HP seriously. proof:http://i.imgur.com/nAfmoNZ.png

You hit a lot of spikes and fell in holes in Yokuman's stage? I didn't have any trouble navigating that stage... I think I hit some spikes once, but that was it for deaths (until I ran into Yokuman himself). It's probably the most well-balanced and well-designed stage in the game.

Anyway, it's not even that the game is "bad", because it really isn't. It's just that the game is relentless in its challenges and the levels are a tad bit longer than your average Rockman level. The Wily stages in particular are marathons in and of themselves.

There's also an unreasonable amount of 4-wide jumps in a number of places 4-wide jumps have no business being. I'm not talking about 4-wide jumps to secrets or items, like in Rainbowman's stage, either. I'm talking about 4-wide gaps you have to cross in order to progress.

Is it a bad game? No. I said it before and I'll say it again: This is probably one of the better non-hack fan games out there. However, it not only pulls no punches, but it kicks you while you're down as well.

Posted on: 2013-07-19, 10:02:23Double post hooo~

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Wherein Phil dies to his own boss twice and doesn't say much at all about the stage. Though apparently, the nitro platforms had a much shorter fuse in development versions.

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Wherein Phil admits that a "nail shield" makes no sense and confirms my suspicions that the water section of Nailman's stage was, in fact, an arbitrary idea. I shall adjust my complaints for that level accordingly.

Wherein Phil admits that a "nail shield" makes no sense and confirms my suspicions that the water section of Nailman's stage was, in fact, an arbitrary idea. I shall adjust my complaints for that level accordingly.

Because a Leaf Shield makes so much more sense.

I'm honestly surprised how much hate this game gets. It's obviously not perfect. I don't like some tunes, he tried to make a NES like game, but didn't pay attention to the NES limitations and the cutscene artworks aren't pretty good at all, but this game is still better then some of the original games. I really like the enemy ideas and I didn't have so much fun with a Mega Man game for a long time.

I hate to say this, but this is one of my gripes with this game (eventhough its not significant gameplay issue, but I think in-game artworks gives games more appeal). And I also don't like the checkpoint placements. One of those is on Rainbowman's stage; the checkpoint should have been after defeating the pink devil mini-boss. >^<

It is shocking how broken a base has been created by this game. I mentioned the reactions in this thread in a Skype chat, and they all think you're crazy for shitting on the game. They must be from the other side of the internet that see MMU as the second coming of God.

Me myself, from watching an entire playthrough, I'm in the middle about the game. It is a bit more difficult than it needs to be, the plot is samey and pandering, the memory usage is out of this world, and chemistry fail. But everything else seemed fine to me. The gimmicks in the stages were really creative. And I don't really care that it's not 100% faithful to the NES. That kind of stuff is nitpicking honestly.

Its like a strong whiskey. A bit off putting at first but after a few shots it gets a lot better.

This.

Seriously. Once you learn the patterns, stages, and bosses, it becomes all the more enjoyable. But getting there is genuinely a battle in itself at times. For comparison, the first time I tried Glueman and Trinitroman's stages, I got curbstomped -- particularly in the case of the latter. Just now, however, I zipped through them both back-to-back in under 10 minutes and only lost one life. (I let my health get a wee bit too low in Trinitro's stage.)

Edit: By the way. I updated that one post (http://forum.rockmanpm.com/index.php?topic=3962.msg389102#msg389102), again. Added a dedicated "Game Engine Stuff" section, now that I've had a chance to compare the Unlimited game engine to the Famicom games directly. It would have gone slightly faster but unfortunately, the one emulator I use that runs at full speed does not allow out-of-focus input.

How does a Nail Shield not make sense? Is it not any more sense than a leaf shield, which probably would do little to no damage in real life? Unless I missed something important, seems like it makes as much sense as any other shield he's obtained from bosses throughout the series.

How does a Nail Shield not make sense? Is it not any more sense than a leaf shield, which probably would do little to no damage in real life? Unless I missed something important, seems like it makes as much sense as any other shield he's obtained from bosses throughout the series.

You're not missing anything. I mean honestly when you think about it NONE of the shield weapons make any sense at all! Let's see we have; leaves, skulls, stars. junk, jewels, BUBBLES and now nails. I can't speak for everyone else but I've always assumed that the fact they were made out of such silly things was to assert the fact that they are breakable and that the player shouldn't heavily rely on them in lieu of skill. That and it just makes life more fun knowing you have a circle of leaves protecting you! :D

More importantly as little sense that a shield of nails may make, it is still an incredibly useful weapon!

Seriously. Once you learn the patterns, stages, and bosses, it becomes all the more enjoyable. But getting there is genuinely a battle in itself at times. For comparison, the first time I tried Glueman and Trinitroman's stages, I got curbstomped -- particularly in the case of the latter. Just now, however, I zipped through them both back-to-back in under 10 minutes and only lost one life. (I let my health get a wee bit too low in Trinitro's stage.)

If I had my way, I'd rename Rainbowman "Prismman" and rename Trinitroman "Glycerinman". (It would be a double pun, since his original name was "Nitroman".) That would of course make the weapons "Prism Laser" (or "Prism Beam", more preferably) and "Glycerin Blast", which I think works well enough.

How does a Nail Shield not make sense? Is it not any more sense than a leaf shield, which probably would do little to no damage in real life? Unless I missed something important, seems like it makes as much sense as any other shield he's obtained from bosses throughout the series.

Leaf Shield is made of rocket-propelled metallic leaves. It makes enough sense to be somewhat plausible. Nail Shield, on the other hand... How does that work, exactly? Magnets?

On the topic of the other shields... Skull Barrier is a hologram. Star Crash is also a hologram. Junk Shield is actually a series of three electromagnetic spheres that pull whatever happens to be laying around into their hold. (Don't ask me how you can pull "junk" from an open, grassy field.) As for Jewel Satellite and Water Shield, well... I genuinely have no idea on those two. I really, really don't.

I'm of the thought that shields made of stupid/nonsensical things is very true to the source material. How they're suspended around Mega Man, who knows or cares, the point is, it's a shield of nails and it is pretty awesome by any standard of nails or shields.

I don't think weapons have to make real scientific/physical sense, they just have to be fun to use - and that's the question here. Are the weapons in this game fun to use? I think most of them work out pretty well.

Damn it guys, I wanted to like this game, but as it is now it's not really something I'd want to replay after beating... not to mention that the ending makes no sense. Mostly because of this:(http://images1.wikia.nocookie.net/__cb20080814234144/megaman/images/7/72/SARDoubleBuster.jpg)

I like most of the ideas though and the weapons are really useful. But the bad aspects are REALLY bad and drag the whole thing down.

I'd disagree on all of them, but wow, MM2? Not even remotely close. MM2 has a concise, tight game design. MMU is a complete mess. It's all over the place, in all the wrong ways. No consistency, little theming, no actual challenge instead relying on all cheap kills, etc etc etc.

I highly doubt he will address it.To me it seems like he used excessive amounts of coding to make this game.That or he didnt take the time to optimize it.Either way it seems likely that he wouldnt edit his mostly stable engine now that its released.Luckily I have a fairly powerful cpu so im not affected.

@ clefant: only fun if you enjoy copius amounts pf torment and trial\error.

I highly doubt he will address it.To me it seems like he used excessive amounts of coding to make this game.That or he didnt take the time to optimize it.Either way it seems likely that he wouldnt edit his mostly stable engine now that its released.Luckily I have a fairly powerful cpu so im not affected.

@ clefant: only fun if you enjoy copius amounts pf torment and trial\error.

Hahaha no not really.I mean it has that Ninja Gaiden type of pressure on you as you plaay.After about 10 minutes of death i just basically crawled through each level expecting for something ro pop out and kill me.XD

I can kind of understand why people are complaining. It is very unforgiving at times, and some of the hazard placements are there to mess with your head. Like in Tank Man's stage after the mini boss were you have to jump across a gap with a shield attacker patrolling between. You would instinctively try to jump to line up your shots to it's backside, but if you didn't see the moving conveyor belt on the ceiling you would get sling-shoted across the room with a mine waiting to catch you!

When things like this happen to me, I can't help but laugh. >U< My favorite is Trinitro Man instantly killing you if you shoot him in the wrong spot. XD (why did I think Tank Arsenal would be his weakness?!)

So yeah, I died during my play-through. I died a LOT, but it was fun coming back and trying it again until I got it. I would have been disappointed if I could beat a game that took 5 years to make in a day. (like maybeh MM9 or MM10? <( ó wò); ) I also like to go back through the levels and try to find better ways of getting around obstacles and getting through the stage faster. It's really fun for me if that sounds even a little believable. I guess I'm a masochist when it comes to megaman games. > w<; (too much zero series when I was younger)

If it's too hard for some of you, maybe you could try and draw out your playthrough? Like, try to beat one stage in one week and then do another the next week. Think of it like being a little kid again when you weren't that good at games and you wanted to brag to all your friends how you finally beat Magnet Man last week. ^^

Maybe?...I dunno o wo`; Just though it was worth mentioning my thoughts.

Also....took a while to finally get this to show up, but.....

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(http://i828.photobucket.com/albums/zz210/kobunnight/mmushampoo_zpse9f3c6c1.png)Shampoo now relevant to the thread! 8D

You know, the more I see of the game, the more I'm warming up to it. A lot of the complaints I see just don't seem to matter all that much to me anymore. Like tight jumps for example. They're probably there, but you can skip most of them with Rush Jet or Comet Dash. Or weapon energy. I don't know who said you have barely enough to beat the bosses, but that's a lie. Yes it takes your entire bar of Nitro Blast to kill Nail Man, but he doesn't move anywhere so it's impossible to miss. And honestly after another look, the difficulty seems rather fair until Wily 2. Past then it is legit difficult.

I do still have some problems. Having Nail Man always give you Rush Jet is pretty lame. It would balance the game more if you got it after 4 bosses like in 10. As mentioned, Mega Man not being able to use his other buster in the escape is stupid. And honestly the whole Classic to X bridge I'm not a fan of. Not so much the concept itself but the execution. There's probably a better way to do it. The Wily Machine is pretty lame too.

Having marathoned the NES Ninja Gaiden games just last month, I disagree with this assessment. Unless you're playing the US Ninja Gaiden III, the series has a very decent difficulty curve. MMU on the other hand? It starts out ridiculous, stays ridiculous, and then amps it up. Stage length and checkpoint absence are at fault.

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As mentioned, Mega Man not being able to use his other buster in the escape is stupid.

And "I" have already mentioned that there's more than enough precedence for this.

Super Adventure: Utilizing two charged buster shots drains a ton of energy and causes overheating. Use of the double rock buster may risk death.Smash Bros.: Special Weapons that use the two busters require heat venting. Day of Sigma: Removing X's left buster completely disarms him.X2: Two charge shots cannot be fired simultaneously, instead they have to be fired in succession.X5: Zero is unable to use his buster (X2 design) if he lost it in the intro stage. He will however whip out a different buster in the ending cutscene (X3 design).Iwamoto: X and Zero only use their left arm's buster. Any damage received to this weapon is permanent. They cannot resort to their right arm after trashing the left.

The only discrepancy is Ariga's Mega Mix, where Rock switches arms after being dismembered. This scene however takes place before the advent of the charge shot.

MM2's game design is one of the worst in the series. You can't beat the last boss if you are out of Bubble Lead, you have to die if you made just one single mistake in the Boobeam Trap fight, some weapons are useless and others are completely overpowered *cough* Metal Blade *cough*Yeah pretty frickin cool game design.

I'm okay with a few useless weapons, wall boss and alien Wily. Those are first playthrough problems only. Trial and error is part of the experience, and while I understand it's frustrating sometimes, at least you only need to learn something once. And the punishment is usually no big deal (3 minutes of backtracking at most?).

My problem with the MMU stages (that I've seen/played) is that you need to be extremely careful 100% of the time. You know? There are plenty of difficult stages in Mega Man games, but they usually have two or three tough parts and some breathing room in between. It's more of a pacing issue IMO, not difficulty. If you make a horror movie with a jump scare every couple minutes, those scares will have zero impact on the viewer. You need the build up, suspense, to make a powerful impression.

That's not to say the game isn't good, though... I have the same problem with Devil May Cry 3. I think there are way too many mandatory fights, which makes the game as a whole too tiring. But it's a brilliant game.

@zan: true, but im not referring to direct difficulty.More so how the player feels when they see an obstacle.An example would be the lasers in Quickman, even if ypu know how to do it theres still the pressure that if you slip up you die.Same in Ninja Gaiden, one misstep can lead to failure.But almost enemy in that game dies in one hit so its pretty fair about that.In Mmu the enemies seem a little too strong in most cases combined with instant death traps.Even two of the fortress bosses.What im trying to say is that the pressure feels more like Ninja Gaiden than Megaman.

And "I" have already mentioned that there's more than enough precedence for this.

Super Adventure: Utilizing two charged buster shots drains a ton of energy and causes overheating. Use of the double rock buster may risk death.Smash Bros.: Special Weapons that use the two busters require heat venting. Day of Sigma: Removing X's left buster completely disarms him.X2: Two charge shots cannot be fired simultaneously, instead they have to be fired in succession.X5: Zero is unable to use his buster (X2 design) if he lost it in the intro stage. He will however whip out a different buster in the ending cutscene (X3 design).Iwamoto: X and Zero only use their left arm's buster. Any damage received to this weapon is permanent. They cannot resort to their right arm after trashing the left.

The only discrepancy is Ariga's Mega Mix, where Rock switches arms after being dismembered. This scene however takes place before the advent of the charge shot.

You know, I've been meaning to ask what the relevance here is. Unless your argument is lopping off a forearm/an arm while its in Buster mode doesn't shut off the power flow or something, in which case, I still find the logic somewhat faulty. There should be priority overrides and sub-routines for such an instance as dismemberment. They're robots, not humans, after all; stopping the "bleeding" should be as easy as flipping off a light switch.In addition, the boss weapons use an energy source completely independent of Rock's own Life Energy/solar cells, so being able to conjure up some Yoyo Cutters or whatnot and be on his merry way.

Now, you could counter that such an injury drains a [parasitic bomb]-ton of energy from the unit... but as evidenced in X5 and even Super Adventure Rockman, a little rest (and presumably some Life Energy capsules) can fix that. Given the player can grab a bunch of Life Energy right outside the boss room exit and suffers no energy leakage, Rock should still have been able to use his other arm, even if his attacks were somewhat more limited.

You could also argue that Rock's Life Energy isn't tied to his weapon systems at all, so lopping his single arm off somehow just shuts everything off. Which is a really stupid override. But I wouldn't put it past Dr. Right to do something like that...

Finished the game with CE 6.0, which it's ridiculous that I had to use that even, but Wily Stage 3 shouldn't have even been considered. It's spike traps, gravity, yoku blocks and little else. I think Dr. Wily probably went over the budget for large triangular spikes (I'd have to assume they get delivered in crates, probably to Wily's warehouse right behind the castle) and didn't really have the money to fix twinkle-toes properly. I kept using tanks until I realized that I couldn't win and was up for hours trying to beat him.

So with infinite spike protection, beat calls, e cans, and w cans (we also found a way to get infinite nail shield usage, until it changed memory addresses on us, and infinite glue shot, but that broke the game - it really came off it's rails) I managed to actually enjoy the game. the plot works for me too. according to what zan said, it could work with the canon and made sense. Gotta test it first, right?

But the plot of Megaman 4 plus infinity was much better. At any rate, I enjoyed what I thought was fun and cast off the rest. The best part of the game was the ending, artwork pieces included. MMU won't revolutionize the series as much as a friend and I agree that a customizable (not just stealing weapons, but ripping off parts from other robot masters and being able to use them, like taking Jet Man's propulsion system and being able to fly around, for example; or taking Yoku Man's shoulder pieces because you like how they look) Megaman would. But we also discussed e cans and extra lives for the robot masters, since it seems unfair that Megaman only gets to use them.

At any rate, MMU succeeds in cheap kills and even an easy mode won't stop that. Remove most of the death traps, and the game might be fun then.

Again, Ninja Gaiden was tough and this comes from someone who actually owned and played the cartridge just as much as he rented mm games; but there weren't a million death drops and lots of spikes - you could also stick to walls. Granted, there were alot of death drops. lol.

according to what zan said, it could work with the canon and made sense. Gotta test it first, right?

All in all, while there's nothing outright contradictory, the story is just incredibly redundant with titles such as R10, Power Battle and Power Fighters. That last minute implication of the second prototype Sigma Virus data leading toward X's mental prowess, is sort of interesting... I'm just not sure if the fan community needs further justification for the poor wording of MMZOCW's Three Keys...

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You know, I've been meaning to ask what the relevance here is.

The relevance here is, first and foremost, that the series has depicted occurrences similar to the one Phil put in his fangame. As such, we know for sure that the issue isn't as simple as "just use the other arm", even in the absence of an official explanation. Your guess is as good as mine, but I'm willing to accept it's either a safety feature, or a system error.

The relevance here is, first and foremost, that the series has depicted occurrences similar to the one Phil put in his fangame. As such, we know for sure that the issue isn't as simple as "just use the other arm", even in the absence of an official explanation. Your guess is as good as mine, but I'm willing to accept it's either a safety feature, or a system error.

Mm... okay! I'm quite good with that speculation. Bit of a glaring system flaw, but ya know... He's a DRN module. They all have flaws of some sort. Except Roll. And Rightot. Rightot is perfect, dasu.

Clearly theres a teleport signal block preventing Rush's aid.Otherwise Megaman wouldnt have needed to escape the building by running.

And yet, he has no problem summoning Eddie for items during the escape sequence. Of course, that could be explained away by just being an oversight in the game itself rather than anything more "story-related".

Ive yet to hear it called outright awful.Just not very fun is the common complaint.The only 2 awful things are most of the art and the checkpoints.The rest of the game is mostly par for the course quality wise and being downright frustrating at times.With better checkpoints it would be a lot less tedious and far more enjoyable.

I'm writing this hoping Phil sees it. I know fans are impossible to control but he needs try to encourage his fans to stop harassing the MMR website by posting things like "boner man" over and over in the chat and saying MMU is best while MMR is garbage.

Whatever idiot said Revolution is garbage needs to actually play the game for more than 30 seconds.

I played it for about five minutes, and I can honestly say that in that five minutes, it has proven itself to be just as good as Unlimited. At a glance, it runs well, the physics and engine seem to be accurate, and you can play as more than one character! My only complaint so far is one that's extremely common with games running on Clickteam cores: Palette cycling slows everything the futch down. Luckily, ACE Spark and fifthindepedant found a solution to that, so v8.0 should fix that.

On the topic of comparing Unlimited to Revolution, though? Apples to oranges. The two games are both trying to be great Rockman fan games, but they both took vastly different approaches. Revolution seems more in-line with the 6 and 8.5 while Unlimited went with 1/2/9 for difficulty and 3 for the engine, and the last four classic-series games in terms of storytelling. Yes, there's some similarities, and yes, one likely outshines the other in various fields. But you know what? The fact of the matter is that both are good fan games and neither should be called "garbage".That title should be reserved for Street Fighter x Mega Man. :>

Yeah I didn't think Unlimited was garbage even though I gave it a relatively low score, because a 1/10 would have to be Action 52 and a 10/10 would be... I'm can't think of anything at this time. Not even Dark Corners of the Earth would get a 10/10 from me even though I absolutely loved it and would recommend it to any horror game fans. It had flaws in it that drop it to a 8/10 for me I spose. MMU lost points with me mostly because of sheer difficulty since as I noted, it had some great ideas in it even if a few lost their welcome with me because of being used so much. It has potential for improvement. I should note I change that score to a 6/10 after seeing Yoku Man's stage due to how great it was implemented.

Again, MMR isn't garbage. Hell, it's managable. Haven't beaten the game yet because of some later final stage hijinks (that infernal arm, for instance) but it was a blast to play through in the beginning. And, at least there weren't spikes and holes everywhere. The difficulty had a proper curve.

I wasn't a fan of Revolution from my initial attempt, if only because I hated the Mega Buster Arm so much that it was enough to ruin the game for me, but the level design didn't strike me as particularly inspiring and some of the stage gimmicks (like the flying skulls in Ghost Man's stage) felt little like a Mega Man game to me.

As for Unlimited...well, I can say that I was a really really big fan of the game for the first seven stages I played (I'll let you guess which one was #8), but from there on it was all downhill. Some minor balance issues in the other stages, but nothing quite so damaging to the game as its latter half.

Hate to be a spam loser, but I'm partway through a comprehensive review of the game currently, and am going to record my thoughts on Rainbow Man's stage in a few minutes, posted later in the week. It's, uh...well, I can't really think of anything positive I have to say about it, but we'll see. I actually disagree that the game, on a whole, relies too heavily on instant-death traps, and that the majority of my deaths in the first seven levels I played were from enemy damage, but, again...this game goes WAY downhill when you reach the Wily stages.

Nah, you're not killing the conversation. I'm pretty sure everyone who was interested in this and the other game kind of said all they care to at this point, is all.

Posted on: 2013-08-01, 04:10:58This is noteworthy:

Quote from: Rockman Corner

Mega Man Unlimited Now on Mac; Easy Mode in the Works (http://link=http://www.rockman-corner.com/2013/08/mega-man-unlimited-now-on-mac-easy-mode.html)

For the Mac owners out there, you can now directly run Mega Man Unlimited in OS X thanks to the generous porting efforts of OneWeakness (http://oneweakness.com/mega-man-unlimited-mac.html). Now you too can enjoy the bliss of dying over and over again!

Yeah, MMU can be pretty hard. Which brings us to another tidbit of news: MegaPhilX is currently working on a brand new Easy mode (https://www.facebook.com/photo.php?fbid=491688517585382) that will appear in a future balance update. Taking a page from Mega Man 10, this new mode will add safety blocks over some pits and spikes, add extra checkpoints in the castle Stages, and adjust the speed of certain obstacles (like those crazy lasers Rainbow Man's stage). For those who like the difficulty as is, the update will also bring a new challenge in the form of a one-hit death mode. Ooh la la!

Easy mode? More like "pansy mode". How condescending. Then again Rockman Zero did the same dang thing if you failed the game hard enough. >_>;;

Also, one-hit death mode was something Rokko-chan did, if I remember correctly. But I think a couple ROM hacks also had that option? I guess that's kind of neat...

He still hasn't grasped the fact that the difficulty stems from odd checkpoints, respawning mini bosses, OP minor enemies and engine glitches.I want to like this game and this guy but, more bad decisions.No one wants reduced difficulty.Just manageble check points and bug fixes.

Rockman ZERO did no such thing. It merely provided access to all the optional power ups those games had to offer.

Are you sure? I seem to recall going through Fairy Leviathan's stage with blocks over every single spike -- including her boss arena. My rank was the lowest possible, but at the time, I didn't know why.

But yeah, either way, I don't see the current "easy mode" making the game too much easier. I didn't hit spikes all that often. I had more problems with, as has been stated, the huge gap between checkpoints and the bosses, myself. Though Phil did say something about slowing down bosses and whatnot, so.

Are you sure? I seem to recall going through Fairy Leviathan's stage with blocks over every single spike -- including her boss arena. My rank was the lowest possible, but at the time, I didn't know why.

That's one of the cyber elf abilities. As a penalty for using those, your rank decreased.

Despite so many reviews I read complaining on the over-reliance on insta-kill traps, I found myself dying more from enemy damage than pits and spikes (outside of the garbage Rainbow Man stage, anyway). Even the dreaded Wily 3 stage that has spikes on virtually every screen, I made it through on my first try. A lot of the platforming isn't actually the challenge, I think, it's more the level of endurance you need to make it through these marathon-lengthed stages.

EASY – Play an easier version of the game.– Enemies deal less damage.– Some enemies are less aggressive.– Final stages have an extra checkpoint.– Platforms are placed to help you in more difficult areas.

INSTA-DEATH – Play the game in original difficulty but with special rules.– Megaman dies instantly.– You can’t use Energy Tanks.

I do like some of the changes, such as the ability to exit from completed stages, but I can't help but wonder what sort of changes "misc. changes" might be referring to...

Played a quick couple of minutes on the new release, mainly to see how he "fixed" Rainbow Man's stage.

He didn't. In fact, on "original" difficulty, changes were pretty much only made to the rooms that had the least of the problems in their design. All the super-cheap rooms got no change whatsoever, and all the rooms that were the easiest to get through now have their lasers shoot at a much slower pace. It's beyond stupid.

And then there's easy mode...wtf. Easy Mode's not even...worth playing...for anyone. He just put blocks in front of half the lasers and over all of the spikes. And wait til you see the mini-boss room, ho boy. As far as I can tell, there are no changes to the bosses, too. This is less an "Easy Mode" and more of a "Why Bother? Mode".

Despite so many reviews I read complaining on the over-reliance on insta-kill traps, I found myself dying more from enemy damage than pits and spikes (outside of the garbage Rainbow Man stage, anyway). Even the dreaded Wily 3 stage that has spikes on virtually every screen, I made it through on my first try. A lot of the platforming isn't actually the challenge, I think, it's more the level of endurance you need to make it through these marathon-lengthed stages.

I cant speak for everyone but i doubt theyre complaining about the hazards because of repeated death. I complain because its annoying having to make a precise jump EVERY couple of seconds. I dont mind when they get intense here and there but its nice to be eased into that kind of difficulty. Not starting out that way.

While the game has some really tight jumps to make normally, the challenge is eliminated by using Rush Jet and/or Comet Dash. Honestly those two things, and the fact you get RJ from the easiest boss, turns the difficulty of the majority of stages on its head.

While the game has some really tight jumps to make normally, the challenge is eliminated by using Rush Jet and/or Comet Dash. Honestly those two things, and the fact you get RJ from the easiest boss, turns the difficulty of the majority of stages on its head.

Oh yeah, I'm sure a first blind playthrough of MMU is brutal. But tbh a lot of Mega Man games are like that, and they get easier on subsequent playthroughs when you know boss weaknesses and stuff. Glue Man's stage in particular is made way easier when you know the shortcut with Tank Arsenal. Shorter too.

*Critical* On Easy Mode, there's some chance that Megaman will never spawn at the beginning of Wily Stage 3.

Have no idea what caused it, if anything in particular. But it happened. He got the "Ready" notice, then the player sprite never appeared. At all. But as I said, he was playing on Easy Mode. And it obviously doesn't happen all the time because other people have beaten it on Easy Mode. So...

I once saw a forum about the best Mega Man fan games on megaphilx's forums. About every single person thought Mega Man Unlimited was the best Mega Man fan game ever. Every other fan game was already incredibly popular already.

After weeks of no updates, MegaPhilX finally posted something new. And it's a work-in-progress.

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Apparently, he intends to add this to a future update. As a bonus stage. ::) As I pointed out to him just now, however, stages like this which are designed as regular stages often don't feel like "bonus content", so it would probably be better to just replace one of the existing stages with this one. Unfortunately, there's no real clear choice as to which stage would be best replaced. The choice becomes even harder when you take into consideration the boss weapons... (Though going by boss weapons alone, Jetman would have to go.)

Of course, the alternate solution would be to either release this as a stand-alone stage, or put it in an all new game. But is the fandom really willing to wait another 15 years for another moderately decent game? :P

Regardless of any logistics about its inclusion anywhere, if nothing else, Unlimited really goes out of its way to milk each and every stage gimmick it has for what it's worth (and for what it isn't worth, sometimes). I'm impressed by at least one use of the whirlpools with the blade fish things, at least, so despite my largely lukewarm reception to the game I'm kind of curious to see if Phil's level design approach has been adjusted any since MMU's initial reception.

After weeks of no updates, MegaPhilX finally posted something new. And it's a work-in-progress.

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Apparently, he intends to add this to a future update. As a bonus stage. ::) As I pointed out to him just now, however, stages like this which are designed as regular stages often don't feel like "bonus content", so it would probably be better to just replace one of the existing stages with this one. Unfortunately, there's no real clear choice as to which stage would be best replaced. The choice becomes even harder when you take into consideration the boss weapons... (Though going by boss weapons alone, Jetman would have to go.)

Of course, the alternate solution would be to either release this as a stand-alone stage, or put it in an all new game. But is the fandom really willing to wait another 15 years for another moderately decent game? :P

Instead of replacing a boss, how about adding a set of 4 bosses after the first 8 (if he wants to emulate Megaman/Rockman 3 further). That way, Whirlpool Man (and other 3 robots) will be included.

He could do it ala GameBoy style, where the MegaMan Killers have their own level after you beat the original 4 or 8 robot masters. But really I think it's Phil's decision to do with him whatever he wants. Just the polls and whatever he posts to his facebook stats sort of help with it. Hell, I'd be surprised if he added my avator as a secret miniboss type enemy you couldn't find normally in his Whirlpool Man stage. Though it's not likely going to happen. Just wishful thinking I guess.

Yeah, I agree, Mega Man Unlimited takes things too far with the tedious death traps. Not only that, many of the regular enemies and dangers just do too much damage; and the enemies are awkward/too gimmicky in how you attack them. It's almost like MegaPhilX played Mega Man 9 and decided "How can I top that brutality?". Then he saw Mega Man 9's Superhero mode and decided "How can I top that brutality?" Then Mega Man 10 came out and he decided - well, you get the picture. It seems like he has a notion that everyone loved Mega Man 9 due to its ball-breaking challenge, so his game would be loved for being even more challenging.

Well, it's not an AWFUL game either. It has some great ideas (and terrible ones, however) and, stuff. And it's nowhere near as bad as Mega Man Project Zero in terms of mercilessness.

I hope MegaPhilX is still willing to listen to feedback, because one MFG/MFFA member called Lith/LithiumFlower has got an important feedback.She likes the challenges and difficulty of the levels, but hates the shear length of them.I've gotta agree there. Levels don't need to be super long in order to be super challenging.